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		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28500</id>
		<title>Open RvR Guide</title>
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		<updated>2026-04-16T02:18:45Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* RvR Tiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby. Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to rank up your Keep thanks to the defensive bonuses, listed below. For warbands, moving between battle objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage. The Keep for each realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the zone opens, so consider which objectives will be most useful to capture - either for your own supply lines or to cut off the enemies supplies in order to stop their progression.&lt;br /&gt;
&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
*Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
*Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
*After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28499</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=28499"/>
		<updated>2026-04-16T02:17:24Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Keeps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby. Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to rank up your Keep thanks to the defensive bonuses, listed below. For warbands, moving between battle objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage. The Keep for each realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the zone opens, so consider which objectives will be most useful to capture - either for your own supply lines or to cut off the enemies supplies in order to stop their progression.&lt;br /&gt;
&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
*Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
*Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
*After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28498</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=28498"/>
		<updated>2026-04-16T02:13:14Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Keeps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby. Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to rank up your Keep thanks to the defensive bonuses, listed below. For warbands, moving between battle objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage. The Keep for each realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the zone opens, so consider which objectives will be most useful to capture - either for your own supply lines or to cut off the enemies supplies in order to stop their progression.&lt;br /&gt;
&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28497</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=28497"/>
		<updated>2026-04-16T02:10:56Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Keeps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby. Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to rank up your Keep thanks to the defensive bonuses, listed below. For warbands, moving between battle objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage. The Keep for each realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the zone opens, so consider which objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28496</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=28496"/>
		<updated>2026-04-16T02:10:03Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Zero Stars (Base Keep): */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby. Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage. The Keep for each realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the zone opens, so consider which objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28495</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=28495"/>
		<updated>2026-04-16T02:09:38Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Keeps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby. Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage. The Keep for each realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the zone opens, so consider which objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28494</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=28494"/>
		<updated>2026-04-16T02:08:20Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Zero Stars (Base Keep): */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby. Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage. The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28493</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=28493"/>
		<updated>2026-04-16T02:07:55Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Keeps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby. Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage. The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
&lt;br /&gt;
*[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28492</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=28492"/>
		<updated>2026-04-16T02:07:03Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Keeps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby. Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28491</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=28491"/>
		<updated>2026-04-16T02:06:14Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Battlefield Objectives &amp;amp; Resources  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby. Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28490</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=28490"/>
		<updated>2026-04-16T02:05:05Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Battlefield Objectives &amp;amp; Resources  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28489</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=28489"/>
		<updated>2026-04-16T02:04:14Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Battlefield Objectives &amp;amp; Resources  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped &#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28488</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=28488"/>
		<updated>2026-04-16T02:03:19Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Battlefield Objectives &amp;amp; Resources  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%. Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28487</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=28487"/>
		<updated>2026-04-16T02:01:38Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28486</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=28486"/>
		<updated>2026-04-16T02:01:11Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps. These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28485</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=28485"/>
		<updated>2026-04-16T01:59:25Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps.&lt;br /&gt;
&lt;br /&gt;
These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28484</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=28484"/>
		<updated>2026-04-16T01:52:22Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps.&lt;br /&gt;
&lt;br /&gt;
These are triggered when a Tier 4 End Zone is fully captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28483</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=28483"/>
		<updated>2026-04-16T01:51:50Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &lt;br /&gt;
&lt;br /&gt;
Note: &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps.&lt;br /&gt;
&lt;br /&gt;
These are triggered when a Tier 4 End Zone is captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28482</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=28482"/>
		<updated>2026-04-16T01:51:20Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &lt;br /&gt;
&lt;br /&gt;
&#039;Note:&#039; &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps.&lt;br /&gt;
&lt;br /&gt;
These are triggered when a Tier 4 End Zone is captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28481</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=28481"/>
		<updated>2026-04-16T01:51:06Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &lt;br /&gt;
&lt;br /&gt;
&#039;Note:&#039;&#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps.&lt;br /&gt;
&lt;br /&gt;
These are triggered when a Tier 4 End Zone is captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28480</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=28480"/>
		<updated>2026-04-16T01:49:47Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2. &#039;&#039;Fortress Battles&#039;&#039; are large sieges set within even larger Keeps.&lt;br /&gt;
&lt;br /&gt;
These are triggered when a Tier 4 End Zone is captured by the advancing realm. (For example, if Order takes Chaos Wastes, or if Destruction takes Reikland.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every 72 hours, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28479</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=28479"/>
		<updated>2026-04-13T07:42:05Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | City Siege}}] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every four days, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28478</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=28478"/>
		<updated>2026-04-13T07:40:51Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [[City_Sieges|City Siege]] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every four days, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
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Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&lt;br /&gt;
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== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives &amp;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
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&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&lt;br /&gt;
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== &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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
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During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28477</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=28477"/>
		<updated>2026-04-13T07:40:31Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the [[City_Sieges|Capital City]] timer hits zero, the game will randomly select a capital city to siege. Capital city sieges take place once every four days, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=28476</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=28476"/>
		<updated>2026-04-13T07:39:21Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City Siege events take place once every four days based on the amount of [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | &amp;quot;Campaign Status Points&amp;quot;}}] each faction has earned through capturing [[Fortresses]] located in T4 zones. If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the City Siege timer hits 0, the game will randomly select a capital city to siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining large amounts amounts of war crests.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards are now based on City Rating.&lt;br /&gt;
&lt;br /&gt;
- Cities Rating can now change. A cities rating will increase over the following time periods.&lt;br /&gt;
&lt;br /&gt;
1 -&amp;gt; 2 in 12 hours&lt;br /&gt;
&lt;br /&gt;
2 -&amp;gt; 3 in 16 hours&lt;br /&gt;
&lt;br /&gt;
3 -&amp;gt; 4 in 20 hours&lt;br /&gt;
&lt;br /&gt;
4 -&amp;gt; 5 in 24 hours&lt;br /&gt;
&lt;br /&gt;
- The time until the next city rating will be displayed when you hover over a city on the world map.&lt;br /&gt;
&lt;br /&gt;
- When all instances of a City Siege has finished the winning realm will be decided by how many instances had been won. If defenders win the city will decrease by 2 ranks (e.g. 4 -&amp;gt; 2), if attackers win the city will decrease to rank 1 regardless of its previous rank.&lt;br /&gt;
&lt;br /&gt;
- Base Crest rewards for City Sieges are now dependent on the cities rating:&lt;br /&gt;
# If you are defending a city with a rating of 5 you will get a minimum of 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039; per stage (i.e. a loss).&lt;br /&gt;
# If you are participating in a siege city with a rating of 1 you will receive nothing per stage loss.&lt;br /&gt;
# If win a city stage the amount of [War Crest] you get will receive depends on the City Rating, 10 crests per star for each stage win (10, 20, 30, 40, 50) and 4 Crests per star for each stage loss (4, 8, 12, 16, 20).&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&#039;&#039;&#039;Gold Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 80 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Purple Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 64 x &#039;&#039;&#039;War  Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blue Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 48 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Green Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 32 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;White Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 16 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time).&lt;br /&gt;
&lt;br /&gt;
- The lockout for a city siege has been lowered to 8 hours.&lt;br /&gt;
&lt;br /&gt;
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable)&lt;br /&gt;
&lt;br /&gt;
- You can no longer attack the Lords in the preparation of Stage 2. &lt;br /&gt;
&lt;br /&gt;
- Cannons around flags that are not open for capture can&#039;t be attacked anymore &lt;br /&gt;
&lt;br /&gt;
- Reduced health of Lobba Gits/Cannoneers &lt;br /&gt;
&lt;br /&gt;
- Increased health of Sun Dragon &amp;amp; Lord of Change &lt;br /&gt;
&lt;br /&gt;
- Increased health of cannons around objectives in Stage 1 &lt;br /&gt;
&lt;br /&gt;
- The range of an event in which you receive contribution has been increased. &lt;br /&gt;
&lt;br /&gt;
- There is now a 10 minute &amp;quot;transition period&amp;quot; before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period.&lt;br /&gt;
&lt;br /&gt;
- The City Refugee camps will now only be spawned once a City Siege is in the &amp;quot;startup stage&amp;quot; (when queue opens). &lt;br /&gt;
&lt;br /&gt;
- Guards have returned to the front gates of the city but are removed once the transition period begins. &lt;br /&gt;
&lt;br /&gt;
- City information on the paring map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in.&lt;br /&gt;
&lt;br /&gt;
- When using a small flag to teleport to an objective, the time will be increased to 10 seconds if the point has lost one Siege Weapon and will increase to 15 seconds when all Siege Weapons are destroyed.&lt;br /&gt;
&lt;br /&gt;
- Warlords should no longer walk past the enemy warlord if there are no players nearby.&lt;br /&gt;
&lt;br /&gt;
- The Kings Warlords have been slowed down in Stage 2. You will need to be more tactical when defending your own realms Warlord.&lt;br /&gt;
&lt;br /&gt;
- The Palace Door and the Citadel Gates have had their health increased.&lt;br /&gt;
&lt;br /&gt;
- When joining a city siege as a warband, you are placed in the same scenario group number as your warband party number.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now chose 1 Ranged DPS and 1 Melee DPS instead of sometimes 2 of either.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now no longer only select the top Renown Rank players.&lt;br /&gt;
&lt;br /&gt;
- Fixed an issue which caused Stage 3 not to end when a King was killed.&lt;br /&gt;
&lt;br /&gt;
- The Portal in the Palace of Altdorf no longer teleports you to the Bright Wizard College.&lt;br /&gt;
&lt;br /&gt;
- You can now click the Sun Dragon again to summon him.&lt;br /&gt;
&lt;br /&gt;
- Arno, Sturm the Hunter, Seer Uresha and Jona Silentsoul are first to arrive after a city is evacuated.&lt;br /&gt;
&lt;br /&gt;
- Each stage won now rewards you with renown. 10k for Stage 1 or Stage 2, 20k for winning Stage 3.&lt;br /&gt;
&lt;br /&gt;
- Heroes will now be selected 2 minutes before Stage 3 starts instead of 30 seconds before.&lt;br /&gt;
&lt;br /&gt;
- NPCs in city sieges will no longer grant morale. This includes warlords. PVP combat will be the only way to gain morale in cities.&lt;br /&gt;
&lt;br /&gt;
- DPS Warrior Priests and Disciple of Khaine are now classified as melee DPS for hero selection, not ranged DPS.&lt;br /&gt;
&lt;br /&gt;
- You should no longer be able to be punted off the bridge in Stage 3 in The Inevitable City Palace.&lt;br /&gt;
&lt;br /&gt;
- Falling off the &amp;quot;bridge&amp;quot; outside of the gates in The Inevitable City will now punt you back up.&lt;br /&gt;
&lt;br /&gt;
- After a City Siege has ended barriers will now spawn around the exit portal at the back of the city and the exit portal at the city gates.&lt;br /&gt;
&lt;br /&gt;
- Gold Chests have been moved in Stage 3 to the exit portals.&lt;br /&gt;
&lt;br /&gt;
- You will now be granted Recall at the end of the City Siege which will teleport you to your realms exit portal.&lt;br /&gt;
&lt;br /&gt;
- The Lord of Change and The Sun Dragon will now reach the gates slower.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=28475</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=28475"/>
		<updated>2026-04-13T07:37:57Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City Siege events take place once every four days based on the amount of [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | &amp;quot;Campaign Status Points&amp;quot;}}] each faction has earned through capturing [[Fortresses]] located in T4 zones. If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the City Siege timer hits 0, the game will randomly select a capital city to siege. Again, capital city sieges take place once every four days, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining large amounts amounts of war crests.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards are now based on City Rating.&lt;br /&gt;
&lt;br /&gt;
- Cities Rating can now change. A cities rating will increase over the following time periods.&lt;br /&gt;
&lt;br /&gt;
1 -&amp;gt; 2 in 12 hours&lt;br /&gt;
&lt;br /&gt;
2 -&amp;gt; 3 in 16 hours&lt;br /&gt;
&lt;br /&gt;
3 -&amp;gt; 4 in 20 hours&lt;br /&gt;
&lt;br /&gt;
4 -&amp;gt; 5 in 24 hours&lt;br /&gt;
&lt;br /&gt;
- The time until the next city rating will be displayed when you hover over a city on the world map.&lt;br /&gt;
&lt;br /&gt;
- When all instances of a City Siege has finished the winning realm will be decided by how many instances had been won. If defenders win the city will decrease by 2 ranks (e.g. 4 -&amp;gt; 2), if attackers win the city will decrease to rank 1 regardless of its previous rank.&lt;br /&gt;
&lt;br /&gt;
- Base Crest rewards for City Sieges are now dependent on the cities rating:&lt;br /&gt;
# If you are defending a city with a rating of 5 you will get a minimum of 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039; per stage (i.e. a loss).&lt;br /&gt;
# If you are participating in a siege city with a rating of 1 you will receive nothing per stage loss.&lt;br /&gt;
# If win a city stage the amount of [War Crest] you get will receive depends on the City Rating, 10 crests per star for each stage win (10, 20, 30, 40, 50) and 4 Crests per star for each stage loss (4, 8, 12, 16, 20).&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&#039;&#039;&#039;Gold Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 80 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Purple Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 64 x &#039;&#039;&#039;War  Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blue Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 48 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Green Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 32 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;White Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 16 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time).&lt;br /&gt;
&lt;br /&gt;
- The lockout for a city siege has been lowered to 8 hours.&lt;br /&gt;
&lt;br /&gt;
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable)&lt;br /&gt;
&lt;br /&gt;
- You can no longer attack the Lords in the preparation of Stage 2. &lt;br /&gt;
&lt;br /&gt;
- Cannons around flags that are not open for capture can&#039;t be attacked anymore &lt;br /&gt;
&lt;br /&gt;
- Reduced health of Lobba Gits/Cannoneers &lt;br /&gt;
&lt;br /&gt;
- Increased health of Sun Dragon &amp;amp; Lord of Change &lt;br /&gt;
&lt;br /&gt;
- Increased health of cannons around objectives in Stage 1 &lt;br /&gt;
&lt;br /&gt;
- The range of an event in which you receive contribution has been increased. &lt;br /&gt;
&lt;br /&gt;
- There is now a 10 minute &amp;quot;transition period&amp;quot; before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period.&lt;br /&gt;
&lt;br /&gt;
- The City Refugee camps will now only be spawned once a City Siege is in the &amp;quot;startup stage&amp;quot; (when queue opens). &lt;br /&gt;
&lt;br /&gt;
- Guards have returned to the front gates of the city but are removed once the transition period begins. &lt;br /&gt;
&lt;br /&gt;
- City information on the paring map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in.&lt;br /&gt;
&lt;br /&gt;
- When using a small flag to teleport to an objective, the time will be increased to 10 seconds if the point has lost one Siege Weapon and will increase to 15 seconds when all Siege Weapons are destroyed.&lt;br /&gt;
&lt;br /&gt;
- Warlords should no longer walk past the enemy warlord if there are no players nearby.&lt;br /&gt;
&lt;br /&gt;
- The Kings Warlords have been slowed down in Stage 2. You will need to be more tactical when defending your own realms Warlord.&lt;br /&gt;
&lt;br /&gt;
- The Palace Door and the Citadel Gates have had their health increased.&lt;br /&gt;
&lt;br /&gt;
- When joining a city siege as a warband, you are placed in the same scenario group number as your warband party number.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now chose 1 Ranged DPS and 1 Melee DPS instead of sometimes 2 of either.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now no longer only select the top Renown Rank players.&lt;br /&gt;
&lt;br /&gt;
- Fixed an issue which caused Stage 3 not to end when a King was killed.&lt;br /&gt;
&lt;br /&gt;
- The Portal in the Palace of Altdorf no longer teleports you to the Bright Wizard College.&lt;br /&gt;
&lt;br /&gt;
- You can now click the Sun Dragon again to summon him.&lt;br /&gt;
&lt;br /&gt;
- Arno, Sturm the Hunter, Seer Uresha and Jona Silentsoul are first to arrive after a city is evacuated.&lt;br /&gt;
&lt;br /&gt;
- Each stage won now rewards you with renown. 10k for Stage 1 or Stage 2, 20k for winning Stage 3.&lt;br /&gt;
&lt;br /&gt;
- Heroes will now be selected 2 minutes before Stage 3 starts instead of 30 seconds before.&lt;br /&gt;
&lt;br /&gt;
- NPCs in city sieges will no longer grant morale. This includes warlords. PVP combat will be the only way to gain morale in cities.&lt;br /&gt;
&lt;br /&gt;
- DPS Warrior Priests and Disciple of Khaine are now classified as melee DPS for hero selection, not ranged DPS.&lt;br /&gt;
&lt;br /&gt;
- You should no longer be able to be punted off the bridge in Stage 3 in The Inevitable City Palace.&lt;br /&gt;
&lt;br /&gt;
- Falling off the &amp;quot;bridge&amp;quot; outside of the gates in The Inevitable City will now punt you back up.&lt;br /&gt;
&lt;br /&gt;
- After a City Siege has ended barriers will now spawn around the exit portal at the back of the city and the exit portal at the city gates.&lt;br /&gt;
&lt;br /&gt;
- Gold Chests have been moved in Stage 3 to the exit portals.&lt;br /&gt;
&lt;br /&gt;
- You will now be granted Recall at the end of the City Siege which will teleport you to your realms exit portal.&lt;br /&gt;
&lt;br /&gt;
- The Lord of Change and The Sun Dragon will now reach the gates slower.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=28474</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=28474"/>
		<updated>2026-04-13T07:37:41Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City Siege events take place once every four days based on the amount of [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | &amp;quot;Campaign Status Points}}] each faction has earned through capturing [[Fortresses]] located in T4 zones. If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the City Siege timer hits 0, the game will randomly select a capital city to siege. Again, capital city sieges take place once every four days, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining large amounts amounts of war crests.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards are now based on City Rating.&lt;br /&gt;
&lt;br /&gt;
- Cities Rating can now change. A cities rating will increase over the following time periods.&lt;br /&gt;
&lt;br /&gt;
1 -&amp;gt; 2 in 12 hours&lt;br /&gt;
&lt;br /&gt;
2 -&amp;gt; 3 in 16 hours&lt;br /&gt;
&lt;br /&gt;
3 -&amp;gt; 4 in 20 hours&lt;br /&gt;
&lt;br /&gt;
4 -&amp;gt; 5 in 24 hours&lt;br /&gt;
&lt;br /&gt;
- The time until the next city rating will be displayed when you hover over a city on the world map.&lt;br /&gt;
&lt;br /&gt;
- When all instances of a City Siege has finished the winning realm will be decided by how many instances had been won. If defenders win the city will decrease by 2 ranks (e.g. 4 -&amp;gt; 2), if attackers win the city will decrease to rank 1 regardless of its previous rank.&lt;br /&gt;
&lt;br /&gt;
- Base Crest rewards for City Sieges are now dependent on the cities rating:&lt;br /&gt;
# If you are defending a city with a rating of 5 you will get a minimum of 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039; per stage (i.e. a loss).&lt;br /&gt;
# If you are participating in a siege city with a rating of 1 you will receive nothing per stage loss.&lt;br /&gt;
# If win a city stage the amount of [War Crest] you get will receive depends on the City Rating, 10 crests per star for each stage win (10, 20, 30, 40, 50) and 4 Crests per star for each stage loss (4, 8, 12, 16, 20).&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&#039;&#039;&#039;Gold Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 80 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Purple Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 64 x &#039;&#039;&#039;War  Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blue Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 48 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Green Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 32 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;White Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 16 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time).&lt;br /&gt;
&lt;br /&gt;
- The lockout for a city siege has been lowered to 8 hours.&lt;br /&gt;
&lt;br /&gt;
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable)&lt;br /&gt;
&lt;br /&gt;
- You can no longer attack the Lords in the preparation of Stage 2. &lt;br /&gt;
&lt;br /&gt;
- Cannons around flags that are not open for capture can&#039;t be attacked anymore &lt;br /&gt;
&lt;br /&gt;
- Reduced health of Lobba Gits/Cannoneers &lt;br /&gt;
&lt;br /&gt;
- Increased health of Sun Dragon &amp;amp; Lord of Change &lt;br /&gt;
&lt;br /&gt;
- Increased health of cannons around objectives in Stage 1 &lt;br /&gt;
&lt;br /&gt;
- The range of an event in which you receive contribution has been increased. &lt;br /&gt;
&lt;br /&gt;
- There is now a 10 minute &amp;quot;transition period&amp;quot; before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period.&lt;br /&gt;
&lt;br /&gt;
- The City Refugee camps will now only be spawned once a City Siege is in the &amp;quot;startup stage&amp;quot; (when queue opens). &lt;br /&gt;
&lt;br /&gt;
- Guards have returned to the front gates of the city but are removed once the transition period begins. &lt;br /&gt;
&lt;br /&gt;
- City information on the paring map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in.&lt;br /&gt;
&lt;br /&gt;
- When using a small flag to teleport to an objective, the time will be increased to 10 seconds if the point has lost one Siege Weapon and will increase to 15 seconds when all Siege Weapons are destroyed.&lt;br /&gt;
&lt;br /&gt;
- Warlords should no longer walk past the enemy warlord if there are no players nearby.&lt;br /&gt;
&lt;br /&gt;
- The Kings Warlords have been slowed down in Stage 2. You will need to be more tactical when defending your own realms Warlord.&lt;br /&gt;
&lt;br /&gt;
- The Palace Door and the Citadel Gates have had their health increased.&lt;br /&gt;
&lt;br /&gt;
- When joining a city siege as a warband, you are placed in the same scenario group number as your warband party number.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now chose 1 Ranged DPS and 1 Melee DPS instead of sometimes 2 of either.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now no longer only select the top Renown Rank players.&lt;br /&gt;
&lt;br /&gt;
- Fixed an issue which caused Stage 3 not to end when a King was killed.&lt;br /&gt;
&lt;br /&gt;
- The Portal in the Palace of Altdorf no longer teleports you to the Bright Wizard College.&lt;br /&gt;
&lt;br /&gt;
- You can now click the Sun Dragon again to summon him.&lt;br /&gt;
&lt;br /&gt;
- Arno, Sturm the Hunter, Seer Uresha and Jona Silentsoul are first to arrive after a city is evacuated.&lt;br /&gt;
&lt;br /&gt;
- Each stage won now rewards you with renown. 10k for Stage 1 or Stage 2, 20k for winning Stage 3.&lt;br /&gt;
&lt;br /&gt;
- Heroes will now be selected 2 minutes before Stage 3 starts instead of 30 seconds before.&lt;br /&gt;
&lt;br /&gt;
- NPCs in city sieges will no longer grant morale. This includes warlords. PVP combat will be the only way to gain morale in cities.&lt;br /&gt;
&lt;br /&gt;
- DPS Warrior Priests and Disciple of Khaine are now classified as melee DPS for hero selection, not ranged DPS.&lt;br /&gt;
&lt;br /&gt;
- You should no longer be able to be punted off the bridge in Stage 3 in The Inevitable City Palace.&lt;br /&gt;
&lt;br /&gt;
- Falling off the &amp;quot;bridge&amp;quot; outside of the gates in The Inevitable City will now punt you back up.&lt;br /&gt;
&lt;br /&gt;
- After a City Siege has ended barriers will now spawn around the exit portal at the back of the city and the exit portal at the city gates.&lt;br /&gt;
&lt;br /&gt;
- Gold Chests have been moved in Stage 3 to the exit portals.&lt;br /&gt;
&lt;br /&gt;
- You will now be granted Recall at the end of the City Siege which will teleport you to your realms exit portal.&lt;br /&gt;
&lt;br /&gt;
- The Lord of Change and The Sun Dragon will now reach the gates slower.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=28473</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=28473"/>
		<updated>2026-04-13T07:36:33Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City Siege events take place once every four days based on the amount of &amp;quot;Campaign Status Points&amp;quot; each faction has earned through capturing [[Fortresses]] located in T4 zones. If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the City Siege timer hits 0, the game will randomly select a capital city to siege. Again, capital city sieges take place once every four days, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining large amounts amounts of war crests.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards are now based on City Rating.&lt;br /&gt;
&lt;br /&gt;
- Cities Rating can now change. A cities rating will increase over the following time periods.&lt;br /&gt;
&lt;br /&gt;
1 -&amp;gt; 2 in 12 hours&lt;br /&gt;
&lt;br /&gt;
2 -&amp;gt; 3 in 16 hours&lt;br /&gt;
&lt;br /&gt;
3 -&amp;gt; 4 in 20 hours&lt;br /&gt;
&lt;br /&gt;
4 -&amp;gt; 5 in 24 hours&lt;br /&gt;
&lt;br /&gt;
- The time until the next city rating will be displayed when you hover over a city on the world map.&lt;br /&gt;
&lt;br /&gt;
- When all instances of a City Siege has finished the winning realm will be decided by how many instances had been won. If defenders win the city will decrease by 2 ranks (e.g. 4 -&amp;gt; 2), if attackers win the city will decrease to rank 1 regardless of its previous rank.&lt;br /&gt;
&lt;br /&gt;
- Base Crest rewards for City Sieges are now dependent on the cities rating:&lt;br /&gt;
# If you are defending a city with a rating of 5 you will get a minimum of 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039; per stage (i.e. a loss).&lt;br /&gt;
# If you are participating in a siege city with a rating of 1 you will receive nothing per stage loss.&lt;br /&gt;
# If win a city stage the amount of [War Crest] you get will receive depends on the City Rating, 10 crests per star for each stage win (10, 20, 30, 40, 50) and 4 Crests per star for each stage loss (4, 8, 12, 16, 20).&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&#039;&#039;&#039;Gold Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 80 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Purple Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 64 x &#039;&#039;&#039;War  Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blue Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 48 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Green Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 32 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;White Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 16 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time).&lt;br /&gt;
&lt;br /&gt;
- The lockout for a city siege has been lowered to 8 hours.&lt;br /&gt;
&lt;br /&gt;
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable)&lt;br /&gt;
&lt;br /&gt;
- You can no longer attack the Lords in the preparation of Stage 2. &lt;br /&gt;
&lt;br /&gt;
- Cannons around flags that are not open for capture can&#039;t be attacked anymore &lt;br /&gt;
&lt;br /&gt;
- Reduced health of Lobba Gits/Cannoneers &lt;br /&gt;
&lt;br /&gt;
- Increased health of Sun Dragon &amp;amp; Lord of Change &lt;br /&gt;
&lt;br /&gt;
- Increased health of cannons around objectives in Stage 1 &lt;br /&gt;
&lt;br /&gt;
- The range of an event in which you receive contribution has been increased. &lt;br /&gt;
&lt;br /&gt;
- There is now a 10 minute &amp;quot;transition period&amp;quot; before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period.&lt;br /&gt;
&lt;br /&gt;
- The City Refugee camps will now only be spawned once a City Siege is in the &amp;quot;startup stage&amp;quot; (when queue opens). &lt;br /&gt;
&lt;br /&gt;
- Guards have returned to the front gates of the city but are removed once the transition period begins. &lt;br /&gt;
&lt;br /&gt;
- City information on the paring map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in.&lt;br /&gt;
&lt;br /&gt;
- When using a small flag to teleport to an objective, the time will be increased to 10 seconds if the point has lost one Siege Weapon and will increase to 15 seconds when all Siege Weapons are destroyed.&lt;br /&gt;
&lt;br /&gt;
- Warlords should no longer walk past the enemy warlord if there are no players nearby.&lt;br /&gt;
&lt;br /&gt;
- The Kings Warlords have been slowed down in Stage 2. You will need to be more tactical when defending your own realms Warlord.&lt;br /&gt;
&lt;br /&gt;
- The Palace Door and the Citadel Gates have had their health increased.&lt;br /&gt;
&lt;br /&gt;
- When joining a city siege as a warband, you are placed in the same scenario group number as your warband party number.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now chose 1 Ranged DPS and 1 Melee DPS instead of sometimes 2 of either.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now no longer only select the top Renown Rank players.&lt;br /&gt;
&lt;br /&gt;
- Fixed an issue which caused Stage 3 not to end when a King was killed.&lt;br /&gt;
&lt;br /&gt;
- The Portal in the Palace of Altdorf no longer teleports you to the Bright Wizard College.&lt;br /&gt;
&lt;br /&gt;
- You can now click the Sun Dragon again to summon him.&lt;br /&gt;
&lt;br /&gt;
- Arno, Sturm the Hunter, Seer Uresha and Jona Silentsoul are first to arrive after a city is evacuated.&lt;br /&gt;
&lt;br /&gt;
- Each stage won now rewards you with renown. 10k for Stage 1 or Stage 2, 20k for winning Stage 3.&lt;br /&gt;
&lt;br /&gt;
- Heroes will now be selected 2 minutes before Stage 3 starts instead of 30 seconds before.&lt;br /&gt;
&lt;br /&gt;
- NPCs in city sieges will no longer grant morale. This includes warlords. PVP combat will be the only way to gain morale in cities.&lt;br /&gt;
&lt;br /&gt;
- DPS Warrior Priests and Disciple of Khaine are now classified as melee DPS for hero selection, not ranged DPS.&lt;br /&gt;
&lt;br /&gt;
- You should no longer be able to be punted off the bridge in Stage 3 in The Inevitable City Palace.&lt;br /&gt;
&lt;br /&gt;
- Falling off the &amp;quot;bridge&amp;quot; outside of the gates in The Inevitable City will now punt you back up.&lt;br /&gt;
&lt;br /&gt;
- After a City Siege has ended barriers will now spawn around the exit portal at the back of the city and the exit portal at the city gates.&lt;br /&gt;
&lt;br /&gt;
- Gold Chests have been moved in Stage 3 to the exit portals.&lt;br /&gt;
&lt;br /&gt;
- You will now be granted Recall at the end of the City Siege which will teleport you to your realms exit portal.&lt;br /&gt;
&lt;br /&gt;
- The Lord of Change and The Sun Dragon will now reach the gates slower.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=28472</id>
		<title>City Sieges</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=City_Sieges&amp;diff=28472"/>
		<updated>2026-04-13T07:35:40Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* General Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== General Information ===&lt;br /&gt;
City Siege events take place once every four days based on the amount of &amp;quot;Campaign Status Points&amp;quot; each faction has earned through capturing fortresses located in T4 zones. If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the City Siege timer hits 0, the game will randomly select a capital city to siege. Again, capital city sieges take place once every four days, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
City sieges will now be a 24 versus 24 battle.&lt;br /&gt;
&lt;br /&gt;
City sieges will now last a maximum of 2 hours.&lt;br /&gt;
&lt;br /&gt;
Defenders and Invaders will both have a chance at obtaining large amounts amounts of war crests.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of Altdorf&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:ALT - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up destruction will be able to swarm into the city and begin their assault. Destruction will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Destruction will be required to capture The Siege Workshop or The Armory before being able to capture the Emperor&#039;s Circle. Once Destruction have captured the Emperor&#039;s Circle they will be able to capture the remaining objectives: The Library, The South Dock and The North Dock.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The North Dock &amp;amp; The Rock Lobbas =====&lt;br /&gt;
Once Destruction have captured The North Dock after a period of time Lobba Gits will spawn and start running towards the city gates where they will operate the catapults which destroy the palce door. If a Lobba Git is killed he will respawn at The North Dock after a period of time and run again to operate his catapult. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Library &amp;amp; The Lord of Change =====&lt;br /&gt;
Once Destruction have captured The Library a Chaos summoning portal will appear inside of the library. If destruction can gather 6 players and perform a ritual at the portal The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Destruction need to destroy the palace door before the timer runs out. Contribtion is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally killing siege weapons, summoning The Lord of Change, capturing an objective, burning or extinguishing things within the city, etc. You do not nessessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order win the battle will take place towards the entrance of the city, but if destruction win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;The Siege of The Inevitable City&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&amp;quot;The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back  pious louts into the Chaos Wastes! - Tchar&#039;Zanek&amp;quot;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - point info.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stages ===&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;nolines&amp;quot; widths=&amp;quot;600&amp;quot; heights=&amp;quot;600&amp;quot;&amp;gt;&lt;br /&gt;
File:IC - strat.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Stage 1 ====&lt;br /&gt;
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.&lt;br /&gt;
&lt;br /&gt;
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective, each objective captured will had 5 minutes onto the timer up to a maximum of 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Order will be required to capture Slaanesh chambers or Khorne War Quarters before being able to capture the Emissary of the Changer. Once Order have captured the Emissary of the Changer they will be able to capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.&lt;br /&gt;
&lt;br /&gt;
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.&lt;br /&gt;
&lt;br /&gt;
===== The Outcrop &amp;amp; The Cannoneers =====&lt;br /&gt;
Once Order have captured The Outcrop after a period of time Cannoneers will spawn and start running towards the city gates where they will operate the cannons which destroy the palace door. If a Cannoneer is killed he will respawn at The Outcrop after a period of time and run again to operate his cannon. This is arguably the most valuable objective as it will do the most damage to the palace door.&lt;br /&gt;
&lt;br /&gt;
===== The Lyceum &amp;amp; The Sun Dragon =====&lt;br /&gt;
Once Order have captured The Lyceum the Sun Dragon will appear inside of the lyceum. If Order can gather 6 players and perform a ritual The Sun Dragons will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.&lt;br /&gt;
&lt;br /&gt;
===== Winning Condition =====&lt;br /&gt;
The round is won by order if they can defend their palace door until the timer runs out. Order need to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing or being near an enemy player in range when they are killed will add contribution. Additionally, killing siege weapons, summoning The Sun Deagon, capturing an objective, burning or extinguishing things within the city, etc. You do not necessarily have to be the person to complete the action to be able to gain contribution.&lt;br /&gt;
&lt;br /&gt;
At the end of stage 1 the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 2 ====&lt;br /&gt;
In Stage 2 your realms Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning be defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace. You will have 30 minutes to complete this round.&lt;br /&gt;
&lt;br /&gt;
==== Stage 3 ====&lt;br /&gt;
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction win the battle will take place towards the entrance of the city, but if Order win the battle will take place in the Palace.&lt;br /&gt;
&lt;br /&gt;
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.&lt;br /&gt;
&lt;br /&gt;
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):&lt;br /&gt;
* Damage Dealt increased by 2%&lt;br /&gt;
* Healing Done increased by 2%&lt;br /&gt;
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
Rewards are now based on City Rating.&lt;br /&gt;
&lt;br /&gt;
- Cities Rating can now change. A cities rating will increase over the following time periods.&lt;br /&gt;
&lt;br /&gt;
1 -&amp;gt; 2 in 12 hours&lt;br /&gt;
&lt;br /&gt;
2 -&amp;gt; 3 in 16 hours&lt;br /&gt;
&lt;br /&gt;
3 -&amp;gt; 4 in 20 hours&lt;br /&gt;
&lt;br /&gt;
4 -&amp;gt; 5 in 24 hours&lt;br /&gt;
&lt;br /&gt;
- The time until the next city rating will be displayed when you hover over a city on the world map.&lt;br /&gt;
&lt;br /&gt;
- When all instances of a City Siege has finished the winning realm will be decided by how many instances had been won. If defenders win the city will decrease by 2 ranks (e.g. 4 -&amp;gt; 2), if attackers win the city will decrease to rank 1 regardless of its previous rank.&lt;br /&gt;
&lt;br /&gt;
- Base Crest rewards for City Sieges are now dependent on the cities rating:&lt;br /&gt;
# If you are defending a city with a rating of 5 you will get a minimum of 2 x &#039;&#039;&#039;Royal Crest&#039;&#039;&#039; per stage (i.e. a loss).&lt;br /&gt;
# If you are participating in a siege city with a rating of 1 you will receive nothing per stage loss.&lt;br /&gt;
# If win a city stage the amount of [War Crest] you get will receive depends on the City Rating, 10 crests per star for each stage win (10, 20, 30, 40, 50) and 4 Crests per star for each stage loss (4, 8, 12, 16, 20).&lt;br /&gt;
=== Loot Bags ===&lt;br /&gt;
&#039;&#039;&#039;Gold Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 80 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Purple Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 64 x &#039;&#039;&#039;War  Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Blue Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 48 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Green Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 32 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;White Bag&#039;&#039;&#039;&lt;br /&gt;
* &amp;gt; 16 x &#039;&#039;&#039;War Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Hotfixes ==&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
-Added better messaging to tell you that you might not get a fresh city when you&#039;re backfilling for scenarios.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.&lt;br /&gt;
&lt;br /&gt;
-Fixed an issue where Stage 1 wins would be considered to have no winners.&lt;br /&gt;
&lt;br /&gt;
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time).&lt;br /&gt;
&lt;br /&gt;
- The lockout for a city siege has been lowered to 8 hours.&lt;br /&gt;
&lt;br /&gt;
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable)&lt;br /&gt;
&lt;br /&gt;
- You can no longer attack the Lords in the preparation of Stage 2. &lt;br /&gt;
&lt;br /&gt;
- Cannons around flags that are not open for capture can&#039;t be attacked anymore &lt;br /&gt;
&lt;br /&gt;
- Reduced health of Lobba Gits/Cannoneers &lt;br /&gt;
&lt;br /&gt;
- Increased health of Sun Dragon &amp;amp; Lord of Change &lt;br /&gt;
&lt;br /&gt;
- Increased health of cannons around objectives in Stage 1 &lt;br /&gt;
&lt;br /&gt;
- The range of an event in which you receive contribution has been increased. &lt;br /&gt;
&lt;br /&gt;
- There is now a 10 minute &amp;quot;transition period&amp;quot; before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period.&lt;br /&gt;
&lt;br /&gt;
- The City Refugee camps will now only be spawned once a City Siege is in the &amp;quot;startup stage&amp;quot; (when queue opens). &lt;br /&gt;
&lt;br /&gt;
- Guards have returned to the front gates of the city but are removed once the transition period begins. &lt;br /&gt;
&lt;br /&gt;
- City information on the paring map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in.&lt;br /&gt;
&lt;br /&gt;
- When using a small flag to teleport to an objective, the time will be increased to 10 seconds if the point has lost one Siege Weapon and will increase to 15 seconds when all Siege Weapons are destroyed.&lt;br /&gt;
&lt;br /&gt;
- Warlords should no longer walk past the enemy warlord if there are no players nearby.&lt;br /&gt;
&lt;br /&gt;
- The Kings Warlords have been slowed down in Stage 2. You will need to be more tactical when defending your own realms Warlord.&lt;br /&gt;
&lt;br /&gt;
- The Palace Door and the Citadel Gates have had their health increased.&lt;br /&gt;
&lt;br /&gt;
- When joining a city siege as a warband, you are placed in the same scenario group number as your warband party number.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now chose 1 Ranged DPS and 1 Melee DPS instead of sometimes 2 of either.&lt;br /&gt;
&lt;br /&gt;
- When choosing a hero the King will now no longer only select the top Renown Rank players.&lt;br /&gt;
&lt;br /&gt;
- Fixed an issue which caused Stage 3 not to end when a King was killed.&lt;br /&gt;
&lt;br /&gt;
- The Portal in the Palace of Altdorf no longer teleports you to the Bright Wizard College.&lt;br /&gt;
&lt;br /&gt;
- You can now click the Sun Dragon again to summon him.&lt;br /&gt;
&lt;br /&gt;
- Arno, Sturm the Hunter, Seer Uresha and Jona Silentsoul are first to arrive after a city is evacuated.&lt;br /&gt;
&lt;br /&gt;
- Each stage won now rewards you with renown. 10k for Stage 1 or Stage 2, 20k for winning Stage 3.&lt;br /&gt;
&lt;br /&gt;
- Heroes will now be selected 2 minutes before Stage 3 starts instead of 30 seconds before.&lt;br /&gt;
&lt;br /&gt;
- NPCs in city sieges will no longer grant morale. This includes warlords. PVP combat will be the only way to gain morale in cities.&lt;br /&gt;
&lt;br /&gt;
- DPS Warrior Priests and Disciple of Khaine are now classified as melee DPS for hero selection, not ranged DPS.&lt;br /&gt;
&lt;br /&gt;
- You should no longer be able to be punted off the bridge in Stage 3 in The Inevitable City Palace.&lt;br /&gt;
&lt;br /&gt;
- Falling off the &amp;quot;bridge&amp;quot; outside of the gates in The Inevitable City will now punt you back up.&lt;br /&gt;
&lt;br /&gt;
- After a City Siege has ended barriers will now spawn around the exit portal at the back of the city and the exit portal at the city gates.&lt;br /&gt;
&lt;br /&gt;
- Gold Chests have been moved in Stage 3 to the exit portals.&lt;br /&gt;
&lt;br /&gt;
- You will now be granted Recall at the end of the City Siege which will teleport you to your realms exit portal.&lt;br /&gt;
&lt;br /&gt;
- The Lord of Change and The Sun Dragon will now reach the gates slower.&lt;br /&gt;
&lt;br /&gt;
=== Contribution ===&lt;br /&gt;
-Contribution values slightly adjusted.&lt;br /&gt;
&lt;br /&gt;
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28471</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=28471"/>
		<updated>2026-04-13T07:25:37Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the City Siege timer hits 0, the game will randomly select a capital city to siege. Capital city sieges take place once every four days, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28470</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=28470"/>
		<updated>2026-04-13T07:24:57Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the City Siege timer hits 0, the game will randomly select a capital city to siege. Capital city sieges take place once every four days, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the timer hits zero.&lt;br /&gt;
&lt;br /&gt;
The city siege timer hits zero every 4 days.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28469</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=28469"/>
		<updated>2026-04-13T07:01:32Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures (Campaign Status Points) when the City Siege timer hits 0, the game will randomly select a capital city to siege. Capital city sieges take place once per week, and are initiated based on the accumulated campaign status points (earned from Fortress Captures) of each faction once the weekly timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28468</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=28468"/>
		<updated>2026-04-13T06:53:56Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures when the City Siege timer hits 0, the game will randomly select a capital city to siege. Capital city sieges take place once per week, and are initiated based on the accumulated campaign status points of each faction once the weekly timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28467</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=28467"/>
		<updated>2026-04-13T06:53:08Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures when the City Siege timer hits 0, the game will randomly select a capital city to siege. Capital city sieges take place once per week, and are initiated based on the accumulated points of each faction once the weekly timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=28466</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=28466"/>
		<updated>2026-04-13T06:51:38Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Supply Line / Active Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures when the City Siege timer hits 0, the game will randomly select a capital city to siege. Capital City Sieges take places once per week, and are initiated based on the accumulated points of each faction once the weekly timer hits zero.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. &lt;br /&gt;
&lt;br /&gt;
*Once the door is destroyed, attackers must secure the bottom floor and the Lord Room on the second floor to defeat the enemy Keep Lord.&lt;br /&gt;
&lt;br /&gt;
*If the Keep Lord is pulled to the bottom floor or the top floor, a special Enrage will activate which quickly ramps up the damage of their abilities, including AOE abilities. &lt;br /&gt;
&lt;br /&gt;
**As all keep lords have AOE abilities, this means entire warbands may be wiped quickly if the Lord is not fought in their room.&lt;br /&gt;
&lt;br /&gt;
*Moving a Lord outside of the keep will also result in the lord resetting, which returns their HP to 100%.&lt;br /&gt;
&lt;br /&gt;
*With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. &lt;br /&gt;
&lt;br /&gt;
Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
Supplies turned into a Keep instead of a warcamp grant twice the amount of renown. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
Guilds can also claim keeps and pay a fee to upgrade them. For a full guide on [[Keep Claiming and Upgrades|Guild Claiming and Keep Upgrades]], please [[Keep Claiming and Upgrades|click here]].&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.&lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed or damaged during an attack, they will heal up much faster per box turned into the keep once in a safe state. The more Objectives a realm has, the more HP the door will recover per box brought to the keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Lords&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Keep Lords are the Guardians of a Keep and must be killed by an enemy realm before they can capture a zone.&lt;br /&gt;
&lt;br /&gt;
Keep Lords must be fought within their Keep and specifically in the room they spawn in. Moving them to the bottom or top floors of a keep will cause them to enrage, making them deal massive damage and quickly wiping any players who do not return them to the intended room.&lt;br /&gt;
&lt;br /&gt;
Keep Lords are never intended to be actively fought or killed outside of a Keep&#039;s inner sanctum. If a player discovers a way to do this, please actively reset the lord by moving further from the inner sanctum, then report the details to the team via the bugtracker.&lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:Zandrimap.png|thumb|LOTD&#039;s weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Flags must connect fully back to the realm&#039;s home base to properly count for points. (Think of them as supply lines generating points back to base.)&lt;br /&gt;
*The flags feature a &amp;quot;Locking&amp;quot; mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point. &lt;br /&gt;
*Flags can still be stolen if they&#039;re within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.&lt;br /&gt;
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Joining a Warband&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==   &lt;br /&gt;
&lt;br /&gt;
You can join a Party or a Warband by clicking the Open Parties button in your UI. &lt;br /&gt;
&lt;br /&gt;
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR. &lt;br /&gt;
&lt;br /&gt;
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you&#039;ll see the option to Upgrade when clicking the &amp;quot;manage&amp;quot; tab in the Open Parties window. &lt;br /&gt;
&lt;br /&gt;
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader&#039;s Mark|Warband Leader&#039;s Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader&#039;s Mark|here]].&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22328</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=22328"/>
		<updated>2022-09-16T15:00:14Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /*  Open RvR Guide  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22327</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=22327"/>
		<updated>2022-09-16T14:56:09Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Land Of The Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L&lt;br /&gt;
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O&lt;br /&gt;
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T&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Zandri.jpg&amp;diff=22326</id>
		<title>File:Zandri.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Zandri.jpg&amp;diff=22326"/>
		<updated>2022-09-16T14:55:35Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: TwistedPiston uploaded a new version of File:Zandri.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Map of Necropolis of Zandri&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Zandri.jpg&amp;diff=22325</id>
		<title>File:Zandri.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Zandri.jpg&amp;diff=22325"/>
		<updated>2022-09-16T14:55:12Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: TwistedPiston uploaded a new version of File:Zandri.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Map of Necropolis of Zandri&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22324</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=22324"/>
		<updated>2022-09-16T14:51:07Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Land Of The Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145003%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
L&lt;br /&gt;
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O&lt;br /&gt;
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T&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Zandri.jpg&amp;diff=22323</id>
		<title>File:Zandri.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Zandri.jpg&amp;diff=22323"/>
		<updated>2022-09-16T14:50:03Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: TwistedPiston uploaded a new version of File:Zandri.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Map of Necropolis of Zandri&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=File:Zandri.jpg&amp;diff=22322</id>
		<title>File:Zandri.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=File:Zandri.jpg&amp;diff=22322"/>
		<updated>2022-09-16T14:48:56Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: TwistedPiston uploaded a new version of File:Zandri.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Map of Necropolis of Zandri&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22321</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=22321"/>
		<updated>2022-09-16T14:41:59Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Land Of The Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/thumb/b/b1/Zandri.jpg/231px-Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22320</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=22320"/>
		<updated>2022-09-16T14:41:31Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Land Of The Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/thumb/b/b1/Zandri.jpg/577px-Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22319</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=22319"/>
		<updated>2022-09-16T14:40:41Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Land Of The Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/b/b1/Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22318</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=22318"/>
		<updated>2022-09-16T14:38:52Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Land Of The Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/File:Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
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L&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22317</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=22317"/>
		<updated>2022-09-16T14:37:40Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Land Of The Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/File:Zandri.jpg {{#tip-img: https://wiki.returnofreckoning.com/File:Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22316</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=22316"/>
		<updated>2022-09-16T14:37:03Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Land Of The Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, the [https://wiki.returnofreckoning.com/File:Zandri.jpg {{#tip-img: https://wiki.returnofreckoning.com/File:Zandri.jpg| Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22315</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=22315"/>
		<updated>2022-09-16T14:35:57Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Land Of The Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
&lt;br /&gt;
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
&lt;br /&gt;
Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
&lt;br /&gt;
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
&lt;br /&gt;
After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
&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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
&lt;br /&gt;
The following siege weapons are available:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
&lt;br /&gt;
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
&lt;br /&gt;
You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
&lt;br /&gt;
*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, the [https://wiki.returnofreckoning.com/File:Zandri.jpg {{#tip-img: https://wiki.returnofreckoning.com/File:Zandri.jpg Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
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L&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=22314</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=22314"/>
		<updated>2022-09-16T14:35:12Z</updated>

		<summary type="html">&lt;p&gt;TwistedPiston: /* Land Of The Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt; Open RvR Guide&amp;lt;/big&amp;gt; &amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open RvR&#039;&#039;&#039;, or &#039;&#039;Realm Versus Realm&#039;&#039;, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].&lt;br /&gt;
&lt;br /&gt;
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy&#039;s [[City_Sieges|Capital City]]. &lt;br /&gt;
&lt;br /&gt;
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you&#039;re learning or want to understand more of how the system works!&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;
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]&lt;br /&gt;
&lt;br /&gt;
Return of Reckoning features three &amp;quot;Pairings&amp;quot;, which are sets of zones where battles take place. Those are:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Empire VS Chaos&lt;br /&gt;
*Dwarfs VS Greenskins&lt;br /&gt;
*High Elves VS Dark Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In Tier 4, a &amp;quot;Tug-of-war&amp;quot; campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If there&#039;s a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;RvR Tiers&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&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. Players level 1-15 can battle here.&lt;br /&gt;
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord. &lt;br /&gt;
&lt;br /&gt;
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Return of Reckoning&#039;&#039;, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.&lt;br /&gt;
&lt;br /&gt;
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.&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;amp; Resources &amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each. &lt;br /&gt;
&lt;br /&gt;
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Capturing&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You&#039;ll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.&lt;br /&gt;
&lt;br /&gt;
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]&lt;br /&gt;
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.&lt;br /&gt;
&lt;br /&gt;
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.&lt;br /&gt;
&lt;br /&gt;
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you&#039;re trying to rank up your keep, it&#039;s fastest to turn supplies in directly at the Keep, as long as the route is safe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When increasing your Keep Rank, 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 to the warcamp contribute only 50%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you leave the RvR area while carrying supplies, you&#039;ll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supplies can be dropped&#039;&#039;&#039; when a player is attacked. The base chance to drop supplies is 50%.&lt;br /&gt;
&lt;br /&gt;
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they&#039;ll eventually decay.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Enemy Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.&lt;br /&gt;
&lt;br /&gt;
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.&lt;br /&gt;
&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 hold three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail. &lt;br /&gt;
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The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank. &lt;br /&gt;
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Progress to the next Keep Rank can be lost if a Realm does not maintain at least one Battlefield Objective on the map. Additionally, it is possible for 5-star Keeps to fall back to Rank 4, if that realm loses control of all four Battlefield Objectives. &lt;br /&gt;
&lt;br /&gt;
Spawning any sort of Siege weapon will require you to be near your Realm&#039;s Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it&#039;s in place.&lt;br /&gt;
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=== &amp;lt;big&amp;gt;Keep Upgrades (Star Ranks 0-5)&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
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&lt;br /&gt;
=== Zero Stars (Base Keep): ===&lt;br /&gt;
&lt;br /&gt;
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses. &lt;br /&gt;
&lt;br /&gt;
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; Even if you&#039;re outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.&lt;br /&gt;
&lt;br /&gt;
The Keep for each Realm is &#039;&#039;&#039;randomly selected&#039;&#039;&#039; when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.&lt;br /&gt;
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;  &#039;&#039;&#039;High [[Renown|Renown Rank]] players &#039;&#039;&#039; can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.&lt;br /&gt;
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=== One Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Single Target Weapons (Cannons) &lt;br /&gt;
*2 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Two Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*3 Single Target Weapons (Cannons)&lt;br /&gt;
*3 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Three Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*1 Ram  (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter this door. Defenders may enter and exit freely.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039;Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039;&lt;br /&gt;
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm&#039;s control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm&#039;s progression in the zone.&lt;br /&gt;
&lt;br /&gt;
=== Four Star Keep: ===&lt;br /&gt;
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep&#039;s outer walls and behind the inner sanctum for additional ways to defend or attack.]]&lt;br /&gt;
&#039;&#039;&#039;Siege Allowed:&#039;&#039;&#039;&lt;br /&gt;
*2 Rams (Requires Guild Rank 20 to Spawn)&lt;br /&gt;
*5 Single Target Weapons (Cannons)&lt;br /&gt;
*4 AOE Target Weapons (Artillery)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense Bonus:&#039;&#039;&#039;&lt;br /&gt;
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with &amp;quot;Bypass&amp;quot; can enter these doors. Defenders may enter and exit both freely.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Strategic Advice: &#039;&#039;&#039; As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; Once Rank 4, your Keep Requires all 4 battlefield objectives to be under control to open supply lines and generate supplies.&lt;br /&gt;
&lt;br /&gt;
=== Five Star Keep: ===&lt;br /&gt;
&lt;br /&gt;
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Note: &#039;&#039;&#039; The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.&lt;br /&gt;
&lt;br /&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, which can only be damaged by Siege Weaponry.&lt;br /&gt;
&lt;br /&gt;
Once a door is damaged, the keep will enter an &amp;quot;attacked&amp;quot; state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply. &lt;br /&gt;
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Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors. &lt;br /&gt;
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After 10 minutes without being damaged, a keep will return to a &amp;quot;Safe&amp;quot; state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period. &lt;br /&gt;
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== &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;Siege weapons&#039;&#039;&#039; can be bought from your realm&#039;s Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.&lt;br /&gt;
&lt;br /&gt;
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)&lt;br /&gt;
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]&lt;br /&gt;
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&lt;br /&gt;
To use a siege weapon:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be within range of a Keep owned by your Realm&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Click the Siege item you&#039;d like to deploy&#039;&#039;&#039; in your inventory, or keybind it and press the bound key.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&#039;s a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the &amp;quot;Keep Ranks&amp;quot; section.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To move a Siege Weapon&#039;&#039;&#039;, simply &#039;&#039;&#039;Mount up and then right click the weapon&#039;&#039;&#039; once it&#039;s deployed. If you&#039;re attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow. &lt;br /&gt;
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The following siege weapons are available:&lt;br /&gt;
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==== &amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)  &lt;br /&gt;
&lt;br /&gt;
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.&lt;br /&gt;
&lt;br /&gt;
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.&lt;br /&gt;
&lt;br /&gt;
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you&#039;re defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.&lt;br /&gt;
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==== &amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once. &lt;br /&gt;
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]&lt;br /&gt;
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower. &lt;br /&gt;
&lt;br /&gt;
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a &amp;quot;Wind&amp;quot; effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.&lt;br /&gt;
&lt;br /&gt;
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.&lt;br /&gt;
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==== &amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rams&#039;&#039;&#039; are used to destroy enemy Keep Doors. &lt;br /&gt;
&lt;br /&gt;
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully &#039;set&#039; it.&lt;br /&gt;
&lt;br /&gt;
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It&#039;s also wise to move a Ram if it&#039;s taking significant damage from enemy players.&lt;br /&gt;
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&lt;br /&gt;
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.&lt;br /&gt;
&lt;br /&gt;
Once a Ram is set on a Door, the first person to use it will begin a &amp;quot;Swing&amp;quot; mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage. &lt;br /&gt;
&lt;br /&gt;
However, if they miss, it will only deal 50% damage, so it&#039;s fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50&#039;s. &lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Destroying a Ram:&#039;&#039;&#039; If you&#039;re being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)&lt;br /&gt;
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&#039;&#039;&#039;Note:&#039;&#039;&#039; In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]&lt;br /&gt;
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc. &lt;br /&gt;
&lt;br /&gt;
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length. &lt;br /&gt;
*&#039;&#039;&#039;Oil is extremely weak to melee attacks&#039;&#039;&#039;, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.&lt;br /&gt;
*When Destroyed, Oil has a timer of &#039;&#039;&#039;3 minutes&#039;&#039;&#039; before it may be placed again. &lt;br /&gt;
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for &amp;quot;Funnel&amp;quot; strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through. &lt;br /&gt;
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If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly. &lt;br /&gt;
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Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.&lt;br /&gt;
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You won&#039;t normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.&lt;br /&gt;
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*Tanks can use a &amp;quot;Deflect Oil&amp;quot; ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you&#039;ll still need considerable heals focused on you, even with this.&lt;br /&gt;
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==== &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, it fires &#039;&#039;you!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*To acquire an Orcapult, you must 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)). &lt;br /&gt;
&lt;br /&gt;
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.&lt;br /&gt;
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== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Land Of The Dead&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==  &lt;br /&gt;
[[File:LoTD.png|thumb|This is the tracker for knowing when the next expedition will take place.]]&lt;br /&gt;
&lt;br /&gt;
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.&lt;br /&gt;
&lt;br /&gt;
The two zones consist of, [https://wiki.returnofreckoning.com/File:Zandri.jpg {{#tip-img: https://wiki.returnofreckoning.com/File:Zandri.jpg [[Necropolis of Zandri|Necropolis of Zandri]] }}] (ORvR Zone) and The Garden Of Qu&#039;aph (Arena)&lt;br /&gt;
&lt;br /&gt;
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.&lt;br /&gt;
&lt;br /&gt;
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there&#039;s an ongoing expedition. 15 minutes before an expedition starts players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.&lt;br /&gt;
&lt;br /&gt;
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm.&lt;br /&gt;
&lt;br /&gt;
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don&#039;t get back in that time someone else in queue will get your spot.&lt;br /&gt;
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&#039;&#039;&#039; Currently editing this section &#039;&#039;&#039;&lt;br /&gt;
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D&lt;/div&gt;</summary>
		<author><name>TwistedPiston</name></author>
	</entry>
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