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	<updated>2026-05-09T19:53:56Z</updated>
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	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=16344</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=16344"/>
		<updated>2021-02-08T10:57:17Z</updated>

		<summary type="html">&lt;p&gt;VindicoAtrum: Added tier differences&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The system currently in use on Return of Reckoning is an iterative attempt to refine 1.4.8 Age of Reckoning RvR mechanics. It is based around controlling Battlefield Objectives, which spawn supplies which can be returned to your keep to improve its rank, allowing you access to siege weapons to take down the opposing realm&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Under the current system, only one zone in a pairing will be active. This will follow the tiering system, so the first zone active in each pairing is tier 2, which once locked will activate tier 3, then the centre zone in tier 4. Locking a tier 4 zone pushes the pairing closer to the opposing Realm&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier Differences&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 1&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Tier 1 has no keeps. Tier 1 is solely fought over Battlefield Objectives, with 50 supplies (each contributing 2%) and capture of all Battlefield Objectives required to lock a zone.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tier 2&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Tier 2 introduces keeps which have no outer wall, therefore only one door stands between the attackers and the lord. On defeating the lord the keep must be defended while your realm captures three out of four Battlefield Objectives and holds them for a short period of time to lock the zone.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Tiers 3 and 4&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Tiers 3 and 4 have keeps with outer walls. Both doors need to be destroyed before the attackers can fight the lord. After defeating the lord the keep must be defended while your realm captures three out of four Battlefield Objectives and holds them for a short period of time to lock the zone.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to be delivered there for your realm. Once two Battlefield Objectives are held by your realm supplies will spawn every 40 seconds at each. Higher ranked keeps require more than two Battlefield Objectives to be held.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The lock timer for a Battlefield Objective depends upon the current population levels and the relative population between the realms. An outnumbered realm has shorter lock timers. If the population is high, lock timers decrease.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Players pick up supplies from Battlefield Objectives up to every 40 seconds. Supplies spawn a small random offset location from the Battlefield Objective flag. While carrying supplies, players are indicated by a realm-colored beam of light.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* Number of players present in the area, to a limit which depends on the current keep rank. The more players are present, the more deliveries are worth.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
It is permitted to mount while carrying supplies. However, taking supplies out of the RvR area will result in a warning, and the supplies will decay if they are held for too long outside of the area.&lt;br /&gt;
&lt;br /&gt;
Supplies can be dropped when a player is attacked. The base chance to drop supplies is 50%. This value is reduced by 25% if you are Guarded, and is further reduced by 5% for every group member within 100 feet of you. A 6 man group with a Guarded carrier will therefore not drop supplies when hit. A player may interact with dropped supplies to steal them, becoming the new carrier. If dropped supplies are not claimed quickly enough, they will decay.&lt;br /&gt;
&lt;br /&gt;
A player and his group will be rewarded with XP, Renown and Influence in that zone upon delivering supplies. The value is based upon the value of the supplies, and is constant for every group member: a solo player, members of a 2 man group and members of a 6 man group will all receive the same reward.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Each Realm owns a keep in each contestable zone in Tiers 2, 3 and 4. Keeps form the focal point of the campaign in those zones, and a zone can be won (locked) by a realm when they capture the opposing realm&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Each keep has a rank, which is advanced by returning supplies to that keep or to the warcamp. This rank controls the resilience of the keep door against cannon fire, the number of siege weapons the keep can support on the field, and the delivery rate of replacement siege weapons. A rank requires both a certain level of supplies in reserve (indicated by a yellow bar above the keep) and enough players on either the allied or the enemy realm to satisfy the rank population requirement.&lt;br /&gt;
&lt;br /&gt;
Ranks can be lost as well as gained. If supplies have not been returned to a keep within 10 minutes of the last delivery (or a shorter period if the keep&#039;s rank is above 0), or the population of both realms falls too low, the keep will consume reserve supplies to sustain itself at a rate of 10% per minute. If not enough supplies are available in the bar to satisfy the upkeep, the keep&#039;s rank will fall. Keeps will reset the progress to their next rank if all of the battlefield objectives within a zone fall into enemy hands.&lt;br /&gt;
&lt;br /&gt;
Delivering supplies to a warcamp (in tier 4 only, tiers 2 and 3 do not have resource capture points at warcamps) provides only half the gain to the next rank compared to delivering those supplies to the keep, but there are times when an objective is just too far from the keep, or the keep is unsafe, when delivering to the warcamp should be your aim.&lt;br /&gt;
&lt;br /&gt;
When a keep reaches rank 2 a battering ram can now be spawned at that keep from a siege weapon merchant for 10 gold. At rank 4 a keep can support two battering rams.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The entrance to a keep is barred by doors. These doors are highly resilient and cannot be damaged by attacks from players or creatures. Siege weaponry is required to break them.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; and no repairs will be made to the door by the keep itself. To repair a door that is under attack, it is necessary to return supplies to the keep, which will be used on repairing the door.&lt;br /&gt;
&lt;br /&gt;
When a keep door falls below 50% health members of the owning Realm can no longer use those doors and must instead use the postern doors. If a keep has not been subject to assault for a certain period, the keep will attempt to return to its &amp;quot;safe&amp;quot; state. During this state, the keep will attempt to consume supplies to repair any damage issued to its doors or replace any destroyed doors. If not enough supplies are available, the keep will remain unsafe until there are enough supplies to fully restore the doors.&lt;br /&gt;
&lt;br /&gt;
Upon successfully defending a siege, a keep requires supplies to be delivered to repair the doors. If the outer door is down but the inner door is not then the inner door must be repaired, before a final supply is delivered to bring up the outer door. If both doors are down, a single supply delivery once the keep is deemed safe will bring up both doors.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located underneath the outer oil deploy point for the keep. A siege weapon need only be bought once; it acts as a requisitioning tool, asking your realm to deliver the weapon in question for you.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* The keep has a weapon of that type in reserve for you to use. The cap and rate of delivery for siege weapons varies with keep rank.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Towing/Carrying&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
All siege weapons except oil are movable - either by towing (wheeled) or by carrying (tripod / static). To tow or carry a siege weapon, mount and then right-click it. To deploy it, dismount and then right-click it while on foot.&lt;br /&gt;
&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Cannons inflict high damage to players and to other siege weapons. They inflict minor damage to doors. They come in two types: single target and line-attack. The Dwarf and Chaos cannons are purely single target, but inflict double damage. The other four cannons and ballistae perform a line attack, striking all targets along the cannon&#039;s shot vector.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
The damage of an artillery weapon increases the more enemies are concentrated around the spot at which it is fired. Artillery weapons inflict a stacking snare (suppression/pin) if enough targets are in the area, and the effectiveness of this snare increases further if the density of players is exceptional.&lt;br /&gt;
&lt;br /&gt;
Artillery weapons cannot hit a target if there is no arc of effect to the target. You must be able to see the attack spot or have an arc of effect to it to fire.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the door&#039;s hit points per full swing. A ram must be towed to the enemy keep door, and will automatically align itself when deployed within range. The best method of ensuring this automatic alignment takes place is to run directly at the door from straight ahead at a 90 degree angle. Approaching from a wide angle can and does prevent proper placement of the ram.&lt;br /&gt;
&lt;br /&gt;
Rams block player ranged fire and are resistant to artillery, and when deployed, cannon fire as well. They are weak against melee attacks, especially those dealt from great weapons. A ram which is on the move will also suffer more damage from cannon fire.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>VindicoAtrum</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16115</id>
		<title>Fortresses</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16115"/>
		<updated>2021-01-24T22:21:27Z</updated>

		<summary type="html">&lt;p&gt;VindicoAtrum: Added reward table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Each pairing has two fortresses that sit at opposing ends of the pairing. Upon arriving in Tier 4 a Realm must successfully siege and lock two zones (middle and pre-fort) to reach the fort.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Before the Fortress siege begins&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Population Caps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are capped to 168 attackers (7 full warbands) and 135 defenders (80% of the attackers, 5 full warbands, 1 half-full warband). It is very common to see more attackers and defenders in a pre-fort siege, so entry to a fortress siege is determined by [[RvR_Contribution|contribution]] in the pre-fort zone. Entry is further complicated by the need for each side to have a reasonable number of each archtype, and therefore it&#039;s not as straightforward as &amp;quot;the top 168 attackers by contribution get in&amp;quot;. Often underplayed heal/tank archtypes find entry into fortresses more consistent while more DPS roles do not, however this is wildly varying by time of day, realm attacking/defending, which fortress is being attacked, and other factors.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Under Siege!&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stages&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 1.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Stage 1 is the same for both attackers and defenders. A 5 minute timer will count down to the end of the stage, during which both sides will begin to organise, form warbands, and strategise entrances, defences, locations etc. During this time the attackers cannot access the inner fortress.&lt;br /&gt;
&lt;br /&gt;
If the population caps have been hit, those who did not get into the fortress can queue (by running into the zone) at which point they&#039;ll be teleported to their Realm queueing location; behind the fort for defenders, the zone boundary for attackers.&lt;br /&gt;
&lt;br /&gt;
Once the timer is completed, all those who had reservations that did not join the fortress battle surrender those reservations, and the people in the queue are invited to fill the open spots.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 2.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 2 plays like a much smaller zone battle, but with five Battlefield Objectives instead of four. Each realm vies for control of each objective, with objectives granting a realm points on a control bar (shown in the upper centre of your screen). When your control points exceed the opposing Realm&#039;s points, the inner door health moves in your direction (down for attackers, up for defenders).&lt;br /&gt;
&lt;br /&gt;
It is important to fight at Battlefield Objectives, both for your realm and yourself. Objectives provide points towards victory for your realm, but they also provide contribution for you. Defending friendly objectives and attacking enemy objectives gives greater amounts of contribution, and you&#039;re therefore more likely to be rewarded at the end.&lt;br /&gt;
&lt;br /&gt;
Once the door reaches ~20% it is typical for the defenders to retreat into the keep for two reasons. Firstly to wait out any lingering wounds debuffs before the attackers get in, and secondly to avoid being unable to make it to the keep when the door hits 0, because dying after that point sends defenders to jail if an ally is unable to resurrect them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 3.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 3 begins once the outer keep door reaches 0%, when it opens up and the attackers flood in. They&#039;ll clear out the mobs inside and make their way to the second floor, where the siege begins anew. The Fortress Lord resides in the centre of the second floor, and the defenders will surround the two entrances - main, and postern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This stage is the most important by far. Fortress outcomes are, in almost all cases, decided by which side organises better in stage 3.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Strategy &amp;amp; Tips&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ======&lt;br /&gt;
&lt;br /&gt;
Morale is key to victory, for both sides. It&#039;s vitally important that every individual player builds up their morale abilities. It is therefore equally important that &#039;&#039;&#039;you do not die&#039;&#039;&#039; whilst waiting for the clash to begin. If you die your morale resets, and you are much less useful without it once the fight begins. Enough people dying and losing morale will ensure the fight ends unfavourably for your side.&lt;br /&gt;
&lt;br /&gt;
Each archtype has a role to play before the fighting begins. &lt;br /&gt;
* Tanks need to Hold The Line near, but not in front of, the doors. Ranged combatants will be flinging spells and attacks through the doors constantly, in both directions, and using point 1 it&#039;s clear you must protect the people behind you. &lt;br /&gt;
* RDPS tpyically attack through the doors, however this is of limited usefulness and often gets you shot in return, putting pressure on your healers when they really need to be keeping tanks alive.&lt;br /&gt;
* MDPS need to maintain combat status. This is best achieved by edging out or forward until you get shot then backing off immediately. Staying in the firing line puts pressure on your healers, and they really need to keep tanks alive.&lt;br /&gt;
* Healers need to keep the tanks alive, and at the same time ensure the DPS that don&#039;t follow the above advice don&#039;t die either.&lt;br /&gt;
Warband leaders need to communicate on both sides. Both sides will attack/defend two locations (postern door, main door), and on some occassions the upper floors. All entrances need to be covered by both sides in most cases.&lt;br /&gt;
&lt;br /&gt;
For the attackers during stage 3 another option exists. Flyers will spawn in your warcamp (six currently) that will fly one person to a random choice between the third and fourth floors. &lt;br /&gt;
* Flyers are a relatively new addition to Fortress sieges.&lt;br /&gt;
* Solo or uncoordinated players taking the flyers are going to be knocked off the floor instantly, or die; flyers heavily telegraph your landing spot to anyone watching, and it takes much, much less time for a defender to run upstairs than it does for your flyer to make a round trip anyone going on a flyer without a group plan will be useless. Don&#039;t take the flyers if you don&#039;t have a group plan to do so - you&#039;re preventing a coordinated group from using them, and they&#039;re very slow.&lt;br /&gt;
* The most successful uses of flyers so far appear to be sending tanks and healers first. Three tanks and three healers demand more than six players to respond to them, else they can hold the upper floors until more arrive.&lt;br /&gt;
* If a foothold is gained on the upper floors, the sole objective of the inhabitants when the siege begins is to get down the ramp and push as many healers and RDPS off it as soon as possible. This removes a huge tactical advantage from the defenders, and pushes a lot of now-panicking healers and RDPS into the AoE storm that occurs in the centre of the floor. Doing this will heavily lower the AoE pressure on your own team.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Outcome&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
If the defenders won the fight they&#039;ll begin resurrecting their allies (since anyone clicking respawn will go to Jail). The attackers will do the same, and some will run back from the warcamp. The process then repeats, with both sides beginning to build morales once again.&lt;br /&gt;
&lt;br /&gt;
If the attackers win the fight they&#039;ll immediately begin attacking the Fortress Lord. The Fortress Lord has a tremendous amount of health, and will take 5-8 minutes to kill even with all of the attacker solely focused on him.&lt;br /&gt;
&lt;br /&gt;
During this time, the defenders will be in Jail. A lever exists outside of Jail that the attackers will usually guard. If that lever is pulled, all the attackers flood out of the jail and can immediately make their way to the keep and attempt to stop the Fortress Lord being attacked. &amp;quot;JAILBREAK&amp;quot; will be called for the attackers, and tanks will begin to move and cover the doors, just like the defenders did minutes prior. Jailbreaks do not often lead to successful Fortress Lord saves for two reasons; firstly, the attackers build morale on the Fortress Lord while the defenders coming from Jail have no morale built up, and secondly the attackers outnumber the defenders. Think how hard attacking is (pushes fail in many Fortress sieges, and defenders often win by repelling 4-5 pushes) and then imagine how hard that&#039;d be if the defenders outnumbered the attackers rather than the other way around!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the Fortress Lord is killed the attackers win instantly.&#039;&#039;&#039; For defenders to win the timer must run out with the Lord alive - note that alive simply means alive, not at 100%. If the Lord has 1% health when the timer runs out the defenders still win. Both sides are free to leave at this point; rewards are given out automatically, and bags will land in your mailbox as usual.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rewards&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Fortress Rewards&lt;br /&gt;
!Winner -&amp;gt;&lt;br /&gt;
!Attacker&lt;br /&gt;
!Defender&lt;br /&gt;
|-&lt;br /&gt;
|Attackers&lt;br /&gt;
|5 Invader Medallions&lt;br /&gt;
|2 Invader Medallions&lt;br /&gt;
|-&lt;br /&gt;
|Defenders&lt;br /&gt;
|2 Invader Medallions&lt;br /&gt;
|3 Invader Medallions, 1 Royal Crest&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>VindicoAtrum</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16114</id>
		<title>Fortresses</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16114"/>
		<updated>2021-01-24T22:19:12Z</updated>

		<summary type="html">&lt;p&gt;VindicoAtrum: Added rewards section, will populate next&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Each pairing has two fortresses that sit at opposing ends of the pairing. Upon arriving in Tier 4 a Realm must successfully siege and lock two zones (middle and pre-fort) to reach the fort.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Before the Fortress siege begins&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Population Caps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are capped to 168 attackers (7 full warbands) and 135 defenders (80% of the attackers, 5 full warbands, 1 half-full warband). It is very common to see more attackers and defenders in a pre-fort siege, so entry to a fortress siege is determined by [[RvR_Contribution|contribution]] in the pre-fort zone. Entry is further complicated by the need for each side to have a reasonable number of each archtype, and therefore it&#039;s not as straightforward as &amp;quot;the top 168 attackers by contribution get in&amp;quot;. Often underplayed heal/tank archtypes find entry into fortresses more consistent while more DPS roles do not, however this is wildly varying by time of day, realm attacking/defending, which fortress is being attacked, and other factors.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Under Siege!&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stages&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 1.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Stage 1 is the same for both attackers and defenders. A 5 minute timer will count down to the end of the stage, during which both sides will begin to organise, form warbands, and strategise entrances, defences, locations etc. During this time the attackers cannot access the inner fortress.&lt;br /&gt;
&lt;br /&gt;
If the population caps have been hit, those who did not get into the fortress can queue (by running into the zone) at which point they&#039;ll be teleported to their Realm queueing location; behind the fort for defenders, the zone boundary for attackers.&lt;br /&gt;
&lt;br /&gt;
Once the timer is completed, all those who had reservations that did not join the fortress battle surrender those reservations, and the people in the queue are invited to fill the open spots.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 2.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 2 plays like a much smaller zone battle, but with five Battlefield Objectives instead of four. Each realm vies for control of each objective, with objectives granting a realm points on a control bar (shown in the upper centre of your screen). When your control points exceed the opposing Realm&#039;s points, the inner door health moves in your direction (down for attackers, up for defenders).&lt;br /&gt;
&lt;br /&gt;
It is important to fight at Battlefield Objectives, both for your realm and yourself. Objectives provide points towards victory for your realm, but they also provide contribution for you. Defending friendly objectives and attacking enemy objectives gives greater amounts of contribution, and you&#039;re therefore more likely to be rewarded at the end.&lt;br /&gt;
&lt;br /&gt;
Once the door reaches ~20% it is typical for the defenders to retreat into the keep for two reasons. Firstly to wait out any lingering wounds debuffs before the attackers get in, and secondly to avoid being unable to make it to the keep when the door hits 0, because dying after that point sends defenders to jail if an ally is unable to resurrect them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 3.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 3 begins once the outer keep door reaches 0%, when it opens up and the attackers flood in. They&#039;ll clear out the mobs inside and make their way to the second floor, where the siege begins anew. The Fortress Lord resides in the centre of the second floor, and the defenders will surround the two entrances - main, and postern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This stage is the most important by far. Fortress outcomes are, in almost all cases, decided by which side organises better in stage 3.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Strategy &amp;amp; Tips&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ======&lt;br /&gt;
&lt;br /&gt;
Morale is key to victory, for both sides. It&#039;s vitally important that every individual player builds up their morale abilities. It is therefore equally important that &#039;&#039;&#039;you do not die&#039;&#039;&#039; whilst waiting for the clash to begin. If you die your morale resets, and you are much less useful without it once the fight begins. Enough people dying and losing morale will ensure the fight ends unfavourably for your side.&lt;br /&gt;
&lt;br /&gt;
Each archtype has a role to play before the fighting begins. &lt;br /&gt;
* Tanks need to Hold The Line near, but not in front of, the doors. Ranged combatants will be flinging spells and attacks through the doors constantly, in both directions, and using point 1 it&#039;s clear you must protect the people behind you. &lt;br /&gt;
* RDPS tpyically attack through the doors, however this is of limited usefulness and often gets you shot in return, putting pressure on your healers when they really need to be keeping tanks alive.&lt;br /&gt;
* MDPS need to maintain combat status. This is best achieved by edging out or forward until you get shot then backing off immediately. Staying in the firing line puts pressure on your healers, and they really need to keep tanks alive.&lt;br /&gt;
* Healers need to keep the tanks alive, and at the same time ensure the DPS that don&#039;t follow the above advice don&#039;t die either.&lt;br /&gt;
Warband leaders need to communicate on both sides. Both sides will attack/defend two locations (postern door, main door), and on some occassions the upper floors. All entrances need to be covered by both sides in most cases.&lt;br /&gt;
&lt;br /&gt;
For the attackers during stage 3 another option exists. Flyers will spawn in your warcamp (six currently) that will fly one person to a random choice between the third and fourth floors. &lt;br /&gt;
* Flyers are a relatively new addition to Fortress sieges.&lt;br /&gt;
* Solo or uncoordinated players taking the flyers are going to be knocked off the floor instantly, or die; flyers heavily telegraph your landing spot to anyone watching, and it takes much, much less time for a defender to run upstairs than it does for your flyer to make a round trip anyone going on a flyer without a group plan will be useless. Don&#039;t take the flyers if you don&#039;t have a group plan to do so - you&#039;re preventing a coordinated group from using them, and they&#039;re very slow.&lt;br /&gt;
* The most successful uses of flyers so far appear to be sending tanks and healers first. Three tanks and three healers demand more than six players to respond to them, else they can hold the upper floors until more arrive.&lt;br /&gt;
* If a foothold is gained on the upper floors, the sole objective of the inhabitants when the siege begins is to get down the ramp and push as many healers and RDPS off it as soon as possible. This removes a huge tactical advantage from the defenders, and pushes a lot of now-panicking healers and RDPS into the AoE storm that occurs in the centre of the floor. Doing this will heavily lower the AoE pressure on your own team.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Outcome&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
If the defenders won the fight they&#039;ll begin resurrecting their allies (since anyone clicking respawn will go to Jail). The attackers will do the same, and some will run back from the warcamp. The process then repeats, with both sides beginning to build morales once again.&lt;br /&gt;
&lt;br /&gt;
If the attackers win the fight they&#039;ll immediately begin attacking the Fortress Lord. The Fortress Lord has a tremendous amount of health, and will take 5-8 minutes to kill even with all of the attacker solely focused on him.&lt;br /&gt;
&lt;br /&gt;
During this time, the defenders will be in Jail. A lever exists outside of Jail that the attackers will usually guard. If that lever is pulled, all the attackers flood out of the jail and can immediately make their way to the keep and attempt to stop the Fortress Lord being attacked. &amp;quot;JAILBREAK&amp;quot; will be called for the attackers, and tanks will begin to move and cover the doors, just like the defenders did minutes prior. Jailbreaks do not often lead to successful Fortress Lord saves for two reasons; firstly, the attackers build morale on the Fortress Lord while the defenders coming from Jail have no morale built up, and secondly the attackers outnumber the defenders. Think how hard attacking is (pushes fail in many Fortress sieges, and defenders often win by repelling 4-5 pushes) and then imagine how hard that&#039;d be if the defenders outnumbered the attackers rather than the other way around!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the Fortress Lord is killed the attackers win instantly.&#039;&#039;&#039; For defenders to win the timer must run out with the Lord alive - note that alive simply means alive, not at 100%. If the Lord has 1% health when the timer runs out the defenders still win. Both sides are free to leave at this point; rewards are given out automatically, and bags will land in your mailbox as usual.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rewards&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;/div&gt;</summary>
		<author><name>VindicoAtrum</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16113</id>
		<title>Fortresses</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16113"/>
		<updated>2021-01-24T22:17:33Z</updated>

		<summary type="html">&lt;p&gt;VindicoAtrum: Outcome -&amp;gt; stage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Each pairing has two fortresses that sit at opposing ends of the pairing. Upon arriving in Tier 4 a Realm must successfully siege and lock two zones (middle and pre-fort) to reach the fort.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Before the Fortress siege begins&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Population Caps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are capped to 168 attackers (7 full warbands) and 135 defenders (80% of the attackers, 5 full warbands, 1 half-full warband). It is very common to see more attackers and defenders in a pre-fort siege, so entry to a fortress siege is determined by [[RvR_Contribution|contribution]] in the pre-fort zone. Entry is further complicated by the need for each side to have a reasonable number of each archtype, and therefore it&#039;s not as straightforward as &amp;quot;the top 168 attackers by contribution get in&amp;quot;. Often underplayed heal/tank archtypes find entry into fortresses more consistent while more DPS roles do not, however this is wildly varying by time of day, realm attacking/defending, which fortress is being attacked, and other factors.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Under Siege!&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stages&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 1.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Stage 1 is the same for both attackers and defenders. A 5 minute timer will count down to the end of the stage, during which both sides will begin to organise, form warbands, and strategise entrances, defences, locations etc. During this time the attackers cannot access the inner fortress.&lt;br /&gt;
&lt;br /&gt;
If the population caps have been hit, those who did not get into the fortress can queue (by running into the zone) at which point they&#039;ll be teleported to their Realm queueing location; behind the fort for defenders, the zone boundary for attackers.&lt;br /&gt;
&lt;br /&gt;
Once the timer is completed, all those who had reservations that did not join the fortress battle surrender those reservations, and the people in the queue are invited to fill the open spots.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 2.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 2 plays like a much smaller zone battle, but with five Battlefield Objectives instead of four. Each realm vies for control of each objective, with objectives granting a realm points on a control bar (shown in the upper centre of your screen). When your control points exceed the opposing Realm&#039;s points, the inner door health moves in your direction (down for attackers, up for defenders).&lt;br /&gt;
&lt;br /&gt;
It is important to fight at Battlefield Objectives, both for your realm and yourself. Objectives provide points towards victory for your realm, but they also provide contribution for you. Defending friendly objectives and attacking enemy objectives gives greater amounts of contribution, and you&#039;re therefore more likely to be rewarded at the end.&lt;br /&gt;
&lt;br /&gt;
Once the door reaches ~20% it is typical for the defenders to retreat into the keep for two reasons. Firstly to wait out any lingering wounds debuffs before the attackers get in, and secondly to avoid being unable to make it to the keep when the door hits 0, because dying after that point sends defenders to jail if an ally is unable to resurrect them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 3.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 3 begins once the outer keep door reaches 0%, when it opens up and the attackers flood in. They&#039;ll clear out the mobs inside and make their way to the second floor, where the siege begins anew. The Fortress Lord resides in the centre of the second floor, and the defenders will surround the two entrances - main, and postern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This stage is the most important by far. Fortress outcomes are, in almost all cases, decided by which side organises better in stage 3.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Strategy &amp;amp; Tips&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ======&lt;br /&gt;
&lt;br /&gt;
Morale is key to victory, for both sides. It&#039;s vitally important that every individual player builds up their morale abilities. It is therefore equally important that &#039;&#039;&#039;you do not die&#039;&#039;&#039; whilst waiting for the clash to begin. If you die your morale resets, and you are much less useful without it once the fight begins. Enough people dying and losing morale will ensure the fight ends unfavourably for your side.&lt;br /&gt;
&lt;br /&gt;
Each archtype has a role to play before the fighting begins. &lt;br /&gt;
* Tanks need to Hold The Line near, but not in front of, the doors. Ranged combatants will be flinging spells and attacks through the doors constantly, in both directions, and using point 1 it&#039;s clear you must protect the people behind you. &lt;br /&gt;
* RDPS tpyically attack through the doors, however this is of limited usefulness and often gets you shot in return, putting pressure on your healers when they really need to be keeping tanks alive.&lt;br /&gt;
* MDPS need to maintain combat status. This is best achieved by edging out or forward until you get shot then backing off immediately. Staying in the firing line puts pressure on your healers, and they really need to keep tanks alive.&lt;br /&gt;
* Healers need to keep the tanks alive, and at the same time ensure the DPS that don&#039;t follow the above advice don&#039;t die either.&lt;br /&gt;
Warband leaders need to communicate on both sides. Both sides will attack/defend two locations (postern door, main door), and on some occassions the upper floors. All entrances need to be covered by both sides in most cases.&lt;br /&gt;
&lt;br /&gt;
For the attackers during stage 3 another option exists. Flyers will spawn in your warcamp (six currently) that will fly one person to a random choice between the third and fourth floors. &lt;br /&gt;
* Flyers are a relatively new addition to Fortress sieges.&lt;br /&gt;
* Solo or uncoordinated players taking the flyers are going to be knocked off the floor instantly, or die; flyers heavily telegraph your landing spot to anyone watching, and it takes much, much less time for a defender to run upstairs than it does for your flyer to make a round trip anyone going on a flyer without a group plan will be useless. Don&#039;t take the flyers if you don&#039;t have a group plan to do so - you&#039;re preventing a coordinated group from using them, and they&#039;re very slow.&lt;br /&gt;
* The most successful uses of flyers so far appear to be sending tanks and healers first. Three tanks and three healers demand more than six players to respond to them, else they can hold the upper floors until more arrive.&lt;br /&gt;
* If a foothold is gained on the upper floors, the sole objective of the inhabitants when the siege begins is to get down the ramp and push as many healers and RDPS off it as soon as possible. This removes a huge tactical advantage from the defenders, and pushes a lot of now-panicking healers and RDPS into the AoE storm that occurs in the centre of the floor. Doing this will heavily lower the AoE pressure on your own team.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Outcome&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
If the defenders won the fight they&#039;ll begin resurrecting their allies (since anyone clicking respawn will go to Jail). The attackers will do the same, and some will run back from the warcamp. The process then repeats, with both sides beginning to build morales once again.&lt;br /&gt;
&lt;br /&gt;
If the attackers win the fight they&#039;ll immediately begin attacking the Fortress Lord. The Fortress Lord has a tremendous amount of health, and will take 5-8 minutes to kill even with all of the attacker solely focused on him.&lt;br /&gt;
&lt;br /&gt;
During this time, the defenders will be in Jail. A lever exists outside of Jail that the attackers will usually guard. If that lever is pulled, all the attackers flood out of the jail and can immediately make their way to the keep and attempt to stop the Fortress Lord being attacked. &amp;quot;JAILBREAK&amp;quot; will be called for the attackers, and tanks will begin to move and cover the doors, just like the defenders did minutes prior. Jailbreaks do not often lead to successful Fortress Lord saves for two reasons; firstly, the attackers build morale on the Fortress Lord while the defenders coming from Jail have no morale built up, and secondly the attackers outnumber the defenders. Think how hard attacking is (pushes fail in many Fortress sieges, and defenders often win by repelling 4-5 pushes) and then imagine how hard that&#039;d be if the defenders outnumbered the attackers rather than the other way around!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the Fortress Lord is killed the attackers win instantly.&#039;&#039;&#039; For defenders to win the timer must run out with the Lord alive - note that alive simply means alive, not at 100%. If the Lord has 1% health when the timer runs out the defenders still win. Both sides are free to leave at this point; rewards are given out automatically, and bags will land in your mailbox as usual.&lt;/div&gt;</summary>
		<author><name>VindicoAtrum</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16112</id>
		<title>Fortresses</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16112"/>
		<updated>2021-01-24T22:16:31Z</updated>

		<summary type="html">&lt;p&gt;VindicoAtrum: Removed WIP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Each pairing has two fortresses that sit at opposing ends of the pairing. Upon arriving in Tier 4 a Realm must successfully siege and lock two zones (middle and pre-fort) to reach the fort.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Before the Fortress siege begins&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Population Caps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are capped to 168 attackers (7 full warbands) and 135 defenders (80% of the attackers, 5 full warbands, 1 half-full warband). It is very common to see more attackers and defenders in a pre-fort siege, so entry to a fortress siege is determined by [[RvR_Contribution|contribution]] in the pre-fort zone. Entry is further complicated by the need for each side to have a reasonable number of each archtype, and therefore it&#039;s not as straightforward as &amp;quot;the top 168 attackers by contribution get in&amp;quot;. Often underplayed heal/tank archtypes find entry into fortresses more consistent while more DPS roles do not, however this is wildly varying by time of day, realm attacking/defending, which fortress is being attacked, and other factors.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Under Siege!&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stages&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 1.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Stage 1 is the same for both attackers and defenders. A 5 minute timer will count down to the end of the stage, during which both sides will begin to organise, form warbands, and strategise entrances, defences, locations etc. During this time the attackers cannot access the inner fortress.&lt;br /&gt;
&lt;br /&gt;
If the population caps have been hit, those who did not get into the fortress can queue (by running into the zone) at which point they&#039;ll be teleported to their Realm queueing location; behind the fort for defenders, the zone boundary for attackers.&lt;br /&gt;
&lt;br /&gt;
Once the timer is completed, all those who had reservations that did not join the fortress battle surrender those reservations, and the people in the queue are invited to fill the open spots.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 2.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 2 plays like a much smaller zone battle, but with five Battlefield Objectives instead of four. Each realm vies for control of each objective, with objectives granting a realm points on a control bar (shown in the upper centre of your screen). When your control points exceed the opposing Realm&#039;s points, the inner door health moves in your direction (down for attackers, up for defenders).&lt;br /&gt;
&lt;br /&gt;
It is important to fight at Battlefield Objectives, both for your realm and yourself. Objectives provide points towards victory for your realm, but they also provide contribution for you. Defending friendly objectives and attacking enemy objectives gives greater amounts of contribution, and you&#039;re therefore more likely to be rewarded at the end.&lt;br /&gt;
&lt;br /&gt;
Once the door reaches ~20% it is typical for the defenders to retreat into the keep for two reasons. Firstly to wait out any lingering wounds debuffs before the attackers get in, and secondly to avoid being unable to make it to the keep when the door hits 0, because dying after that point sends defenders to jail if an ally is unable to resurrect them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 3.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 3 begins once the outer keep door reaches 0%, when it opens up and the attackers flood in. They&#039;ll clear out the mobs inside and make their way to the second floor, where the siege begins anew. The Fortress Lord resides in the centre of the second floor, and the defenders will surround the two entrances - main, and postern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This stage is the most important by far. Fortress outcomes are, in almost all cases, decided by which side organises better in stage 3.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Strategy &amp;amp; Tips&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ======&lt;br /&gt;
&lt;br /&gt;
Morale is key to victory, for both sides. It&#039;s vitally important that every individual player builds up their morale abilities. It is therefore equally important that &#039;&#039;&#039;you do not die&#039;&#039;&#039; whilst waiting for the clash to begin. If you die your morale resets, and you are much less useful without it once the fight begins. Enough people dying and losing morale will ensure the fight ends unfavourably for your side.&lt;br /&gt;
&lt;br /&gt;
Each archtype has a role to play before the fighting begins. &lt;br /&gt;
* Tanks need to Hold The Line near, but not in front of, the doors. Ranged combatants will be flinging spells and attacks through the doors constantly, in both directions, and using point 1 it&#039;s clear you must protect the people behind you. &lt;br /&gt;
* RDPS tpyically attack through the doors, however this is of limited usefulness and often gets you shot in return, putting pressure on your healers when they really need to be keeping tanks alive.&lt;br /&gt;
* MDPS need to maintain combat status. This is best achieved by edging out or forward until you get shot then backing off immediately. Staying in the firing line puts pressure on your healers, and they really need to keep tanks alive.&lt;br /&gt;
* Healers need to keep the tanks alive, and at the same time ensure the DPS that don&#039;t follow the above advice don&#039;t die either.&lt;br /&gt;
Warband leaders need to communicate on both sides. Both sides will attack/defend two locations (postern door, main door), and on some occassions the upper floors. All entrances need to be covered by both sides in most cases.&lt;br /&gt;
&lt;br /&gt;
For the attackers during stage 3 another option exists. Flyers will spawn in your warcamp (six currently) that will fly one person to a random choice between the third and fourth floors. &lt;br /&gt;
* Flyers are a relatively new addition to Fortress sieges.&lt;br /&gt;
* Solo or uncoordinated players taking the flyers are going to be knocked off the floor instantly, or die; flyers heavily telegraph your landing spot to anyone watching, and it takes much, much less time for a defender to run upstairs than it does for your flyer to make a round trip anyone going on a flyer without a group plan will be useless. Don&#039;t take the flyers if you don&#039;t have a group plan to do so - you&#039;re preventing a coordinated group from using them, and they&#039;re very slow.&lt;br /&gt;
* The most successful uses of flyers so far appear to be sending tanks and healers first. Three tanks and three healers demand more than six players to respond to them, else they can hold the upper floors until more arrive.&lt;br /&gt;
* If a foothold is gained on the upper floors, the sole objective of the inhabitants when the siege begins is to get down the ramp and push as many healers and RDPS off it as soon as possible. This removes a huge tactical advantage from the defenders, and pushes a lot of now-panicking healers and RDPS into the AoE storm that occurs in the centre of the floor. Doing this will heavily lower the AoE pressure on your own team.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Outcome&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
If the defenders won the fight they&#039;ll begin resurrecting their allies (since anyone clicking respawn will go to Jail). The attackers will do the same, and some will run back from the warcamp. The process then repeats, with both sides beginning to build morales once again.&lt;br /&gt;
&lt;br /&gt;
If the attackers win the fight they&#039;ll immediately begin attacking the Fortress Lord. The Fortress Lord has a tremendous amount of health, and will take 5-8 minutes to kill even with all of the attacker solely focused on him.&lt;br /&gt;
&lt;br /&gt;
During this time, the defenders will be in Jail. A lever exists outside of Jail that the attackers will usually guard. If that lever is pulled, all the attackers flood out of the jail and can immediately make their way to the keep and attempt to stop the Fortress Lord being attacked. &amp;quot;JAILBREAK&amp;quot; will be called for the attackers, and tanks will begin to move and cover the doors, just like the defenders did minutes prior. Jailbreaks do not often lead to successful Fortress Lord saves for two reasons; firstly, the attackers build morale on the Fortress Lord while the defenders coming from Jail have no morale built up, and secondly the attackers outnumber the defenders. Think how hard attacking is (pushes fail in many Fortress sieges, and defenders often win by repelling 4-5 pushes) and then imagine how hard that&#039;d be if the defenders outnumbered the attackers rather than the other way around!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the Fortress Lord is killed the attackers win instantly.&#039;&#039;&#039; For defenders to win the timer must run out with the Lord alive - note that alive simply means alive, not at 100%. If the Lord has 1% health when the timer runs out the defenders still win. Both sides are free to leave at this point; rewards are given out automatically, and bags will land in your mailbox as usual.&lt;/div&gt;</summary>
		<author><name>VindicoAtrum</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16111</id>
		<title>Fortresses</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16111"/>
		<updated>2021-01-24T22:16:04Z</updated>

		<summary type="html">&lt;p&gt;VindicoAtrum: Fixed lists in visual editor&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;WORK IN PROGRESS&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
Each pairing has two fortresses that sit at opposing ends of the pairing. Upon arriving in Tier 4 a Realm must successfully siege and lock two zones (middle and pre-fort) to reach the fort.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Before the Fortress siege begins&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Population Caps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are capped to 168 attackers (7 full warbands) and 135 defenders (80% of the attackers, 5 full warbands, 1 half-full warband). It is very common to see more attackers and defenders in a pre-fort siege, so entry to a fortress siege is determined by [[RvR_Contribution|contribution]] in the pre-fort zone. Entry is further complicated by the need for each side to have a reasonable number of each archtype, and therefore it&#039;s not as straightforward as &amp;quot;the top 168 attackers by contribution get in&amp;quot;. Often underplayed heal/tank archtypes find entry into fortresses more consistent while more DPS roles do not, however this is wildly varying by time of day, realm attacking/defending, which fortress is being attacked, and other factors.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Under Siege!&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stages&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 1.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Stage 1 is the same for both attackers and defenders. A 5 minute timer will count down to the end of the stage, during which both sides will begin to organise, form warbands, and strategise entrances, defences, locations etc. During this time the attackers cannot access the inner fortress.&lt;br /&gt;
&lt;br /&gt;
If the population caps have been hit, those who did not get into the fortress can queue (by running into the zone) at which point they&#039;ll be teleported to their Realm queueing location; behind the fort for defenders, the zone boundary for attackers.&lt;br /&gt;
&lt;br /&gt;
Once the timer is completed, all those who had reservations that did not join the fortress battle surrender those reservations, and the people in the queue are invited to fill the open spots.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 2.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 2 plays like a much smaller zone battle, but with five Battlefield Objectives instead of four. Each realm vies for control of each objective, with objectives granting a realm points on a control bar (shown in the upper centre of your screen). When your control points exceed the opposing Realm&#039;s points, the inner door health moves in your direction (down for attackers, up for defenders).&lt;br /&gt;
&lt;br /&gt;
It is important to fight at Battlefield Objectives, both for your realm and yourself. Objectives provide points towards victory for your realm, but they also provide contribution for you. Defending friendly objectives and attacking enemy objectives gives greater amounts of contribution, and you&#039;re therefore more likely to be rewarded at the end.&lt;br /&gt;
&lt;br /&gt;
Once the door reaches ~20% it is typical for the defenders to retreat into the keep for two reasons. Firstly to wait out any lingering wounds debuffs before the attackers get in, and secondly to avoid being unable to make it to the keep when the door hits 0, because dying after that point sends defenders to jail if an ally is unable to resurrect them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 3.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 3 begins once the outer keep door reaches 0%, when it opens up and the attackers flood in. They&#039;ll clear out the mobs inside and make their way to the second floor, where the siege begins anew. The Fortress Lord resides in the centre of the second floor, and the defenders will surround the two entrances - main, and postern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This stage is the most important by far. Fortress outcomes are, in almost all cases, decided by which side organises better in stage 3.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Strategy &amp;amp; Tips&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ======&lt;br /&gt;
&lt;br /&gt;
Morale is key to victory, for both sides. It&#039;s vitally important that every individual player builds up their morale abilities. It is therefore equally important that &#039;&#039;&#039;you do not die&#039;&#039;&#039; whilst waiting for the clash to begin. If you die your morale resets, and you are much less useful without it once the fight begins. Enough people dying and losing morale will ensure the fight ends unfavourably for your side.&lt;br /&gt;
&lt;br /&gt;
Each archtype has a role to play before the fighting begins. &lt;br /&gt;
* Tanks need to Hold The Line near, but not in front of, the doors. Ranged combatants will be flinging spells and attacks through the doors constantly, in both directions, and using point 1 it&#039;s clear you must protect the people behind you. &lt;br /&gt;
* RDPS tpyically attack through the doors, however this is of limited usefulness and often gets you shot in return, putting pressure on your healers when they really need to be keeping tanks alive.&lt;br /&gt;
* MDPS need to maintain combat status. This is best achieved by edging out or forward until you get shot then backing off immediately. Staying in the firing line puts pressure on your healers, and they really need to keep tanks alive.&lt;br /&gt;
* Healers need to keep the tanks alive, and at the same time ensure the DPS that don&#039;t follow the above advice don&#039;t die either.&lt;br /&gt;
Warband leaders need to communicate on both sides. Both sides will attack/defend two locations (postern door, main door), and on some occassions the upper floors. All entrances need to be covered by both sides in most cases.&lt;br /&gt;
&lt;br /&gt;
For the attackers during stage 3 another option exists. Flyers will spawn in your warcamp (six currently) that will fly one person to a random choice between the third and fourth floors. &lt;br /&gt;
* Flyers are a relatively new addition to Fortress sieges.&lt;br /&gt;
* Solo or uncoordinated players taking the flyers are going to be knocked off the floor instantly, or die; flyers heavily telegraph your landing spot to anyone watching, and it takes much, much less time for a defender to run upstairs than it does for your flyer to make a round trip anyone going on a flyer without a group plan will be useless. Don&#039;t take the flyers if you don&#039;t have a group plan to do so - you&#039;re preventing a coordinated group from using them, and they&#039;re very slow.&lt;br /&gt;
* The most successful uses of flyers so far appear to be sending tanks and healers first. Three tanks and three healers demand more than six players to respond to them, else they can hold the upper floors until more arrive.&lt;br /&gt;
* If a foothold is gained on the upper floors, the sole objective of the inhabitants when the siege begins is to get down the ramp and push as many healers and RDPS off it as soon as possible. This removes a huge tactical advantage from the defenders, and pushes a lot of now-panicking healers and RDPS into the AoE storm that occurs in the centre of the floor. Doing this will heavily lower the AoE pressure on your own team.&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Outcome&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
If the defenders won the fight they&#039;ll begin resurrecting their allies (since anyone clicking respawn will go to Jail). The attackers will do the same, and some will run back from the warcamp. The process then repeats, with both sides beginning to build morales once again.&lt;br /&gt;
&lt;br /&gt;
If the attackers win the fight they&#039;ll immediately begin attacking the Fortress Lord. The Fortress Lord has a tremendous amount of health, and will take 5-8 minutes to kill even with all of the attacker solely focused on him.&lt;br /&gt;
&lt;br /&gt;
During this time, the defenders will be in Jail. A lever exists outside of Jail that the attackers will usually guard. If that lever is pulled, all the attackers flood out of the jail and can immediately make their way to the keep and attempt to stop the Fortress Lord being attacked. &amp;quot;JAILBREAK&amp;quot; will be called for the attackers, and tanks will begin to move and cover the doors, just like the defenders did minutes prior. Jailbreaks do not often lead to successful Fortress Lord saves for two reasons; firstly, the attackers build morale on the Fortress Lord while the defenders coming from Jail have no morale built up, and secondly the attackers outnumber the defenders. Think how hard attacking is (pushes fail in many Fortress sieges, and defenders often win by repelling 4-5 pushes) and then imagine how hard that&#039;d be if the defenders outnumbered the attackers rather than the other way around!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the Fortress Lord is killed the attackers win instantly.&#039;&#039;&#039; For defenders to win the timer must run out with the Lord alive - note that alive simply means alive, not at 100%. If the Lord has 1% health when the timer runs out the defenders still win. Both sides are free to leave at this point; rewards are given out automatically, and bags will land in your mailbox as usual.&lt;/div&gt;</summary>
		<author><name>VindicoAtrum</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16110</id>
		<title>Fortresses</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=16110"/>
		<updated>2021-01-24T22:13:10Z</updated>

		<summary type="html">&lt;p&gt;VindicoAtrum: More content, lists need fixing&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;WORK IN PROGRESS&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
Each pairing has two fortresses that sit at opposing ends of the pairing. Upon arriving in Tier 4 a Realm must successfully siege and lock two zones (middle and pre-fort) to reach the fort.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Before the Fortress siege begins&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Population Caps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are capped to 168 attackers (7 full warbands) and 135 defenders (80% of the attackers, 5 full warbands, 1 half-full warband). It is very common to see more attackers and defenders in a pre-fort siege, so entry to a fortress siege is determined by [[RvR_Contribution|contribution]] in the pre-fort zone. Entry is further complicated by the need for each side to have a reasonable number of each archtype, and therefore it&#039;s not as straightforward as &amp;quot;the top 168 attackers by contribution get in&amp;quot;. Often underplayed heal/tank archtypes find entry into fortresses more consistent while more DPS roles do not, however this is wildly varying by time of day, realm attacking/defending, which fortress is being attacked, and other factors.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Under Siege!&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stages&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 1.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Stage 1 is the same for both attackers and defenders. A 5 minute timer will count down to the end of the stage, during which both sides will begin to organise, form warbands, and strategise entrances, defences, locations etc. During this time the attackers cannot access the inner fortress.&lt;br /&gt;
&lt;br /&gt;
If the population caps have been hit, those who did not get into the fortress can queue (by running into the zone) at which point they&#039;ll be teleported to their Realm queueing location; behind the fort for defenders, the zone boundary for attackers.&lt;br /&gt;
&lt;br /&gt;
Once the timer is completed, all those who had reservations that did not join the fortress battle surrender those reservations, and the people in the queue are invited to fill the open spots.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 2.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 2 plays like a much smaller zone battle, but with five Battlefield Objectives instead of four. Each realm vies for control of each objective, with objectives granting a realm points on a control bar (shown in the upper centre of your screen). When your control points exceed the opposing Realm&#039;s points, the inner door health moves in your direction (down for attackers, up for defenders).&lt;br /&gt;
&lt;br /&gt;
It is important to fight at Battlefield Objectives, both for your realm and yourself. Objectives provide points towards victory for your realm, but they also provide contribution for you. Defending friendly objectives and attacking enemy objectives gives greater amounts of contribution, and you&#039;re therefore more likely to be rewarded at the end.&lt;br /&gt;
&lt;br /&gt;
Once the door reaches ~20% it is typical for the defenders to retreat into the keep for two reasons. Firstly to wait out any lingering wounds debuffs before the attackers get in, and secondly to avoid being unable to make it to the keep when the door hits 0, because dying after that point sends defenders to jail if an ally is unable to resurrect them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 3.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 3 begins once the outer keep door reaches 0%, when it opens up and the attackers flood in. They&#039;ll clear out the mobs inside and make their way to the second floor, where the siege begins anew. The Fortress Lord resides in the centre of the second floor, and the defenders will surround the two entrances - main, and postern.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This stage is the most important by far. Fortress outcomes are, in almost all cases, decided by which side organises better in stage 3.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Strategy &amp;amp; Tips&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
Morale is key to victory, for both sides. It&#039;s vitally important that every individual player builds up their morale abilities. It is therefore equally important that &#039;&#039;&#039;you do not die&#039;&#039;&#039; whilst waiting for the clash to begin. If you die your morale resets, and you are much less useful without it once the fight begins. Enough people dying and losing morale will ensure the fight ends unfavourably for your side.&lt;br /&gt;
&lt;br /&gt;
1. Each archtype has a role to play before the fighting begins. &lt;br /&gt;
1.1. Tanks need to Hold The Line near, but not in front of, the doors. Ranged combatants will be flinging spells and attacks through the doors constantly, in both directions, and using point 1 it&#039;s clear you must protect the people behind you. &lt;br /&gt;
1.2. RDPS tpyically attack through the doors, however this is of limited usefulness and often gets you shot in return, putting pressure on your healers when they really need to be keeping tanks alive.&lt;br /&gt;
1.3. MDPS need to maintain combat status. This is best achieved by edging out or forward until you get shot then backing off immediately. Staying in the firing line puts pressure on your healers, and they really need to keep tanks alive.&lt;br /&gt;
1.4. Healers need to keep the tanks alive, and at the same time ensure the DPS that don&#039;t follow the above advice don&#039;t die either.&lt;br /&gt;
&lt;br /&gt;
Warband leaders need to communicate on both sides. Both sides will attack/defend two locations (postern door, main door), and on some occassions the upper floors. All entrances need to be covered by both sides in most cases.&lt;br /&gt;
&lt;br /&gt;
2. For the attackers during stage 3 another option exists. Flyers will spawn in your warcamp (six currently) that will fly one person to a random choice between the third and fourth floors. &lt;br /&gt;
2.1. Flyers are a relatively new addition to Fortress sieges.&lt;br /&gt;
2.2. Solo or uncoordinated players taking the flyers are going to be knocked off the floor instantly, or die; flyers heavily telegraph your landing spot to anyone watching, and it takes much, much less time for a defender to run upstairs than it does for your flyer to make a round trip anyone going on a flyer without a group plan will be useless. Don&#039;t take the flyers if you don&#039;t have a group plan to do so - you&#039;re preventing a coordinated group from using them, and they&#039;re very slow.&lt;br /&gt;
2.3. The most successful uses of flyers so far appear to be sending tanks and healers first. Three tanks and three healers demand more than six players to respond to them, else they can hold the upper floors until more arrive.&lt;br /&gt;
2.4. If a foothold is gained on the upper floors, the sole objective of the inhabitants when the siege begins is to get down the ramp and push as many healers and RDPS off it as soon as possible. This removes a huge tactical advantage from the defenders, and pushes a lot of now-panicking healers and RDPS into the AoE storm that occurs in the centre of the floor. Doing this will heavily lower the AoE pressure on your own team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Outcome&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =====&lt;br /&gt;
&lt;br /&gt;
If the defenders won the fight they&#039;ll begin resurrecting their allies (since anyone clicking respawn will go to Jail). The attackers will do the same, and some will run back from the warcamp. The process then repeats, with both sides beginning to build morales once again.&lt;br /&gt;
&lt;br /&gt;
If the attackers win the fight they&#039;ll immediately begin attacking the Fortress Lord. The Fortress Lord has a tremendous amount of health, and will take 5-8 minutes to kill even with all of the attacker solely focused on him.&lt;br /&gt;
&lt;br /&gt;
During this time, the defenders will be in Jail. A lever exists outside of Jail that the attackers will usually guard. If that lever is pulled, all the attackers flood out of the jail and can immediately make their way to the keep and attempt to stop the Fortress Lord being attacked. &amp;quot;JAILBREAK&amp;quot; will be called for the attackers, and tanks will begin to move and cover the doors, just like the defenders did minutes prior. Jailbreaks do not often lead to successful Fortress Lord saves for two reasons; firstly, the attackers build morale on the Fortress Lord while the defenders coming from Jail have no morale built up, and secondly the attackers outnumber the defenders. Think how hard attacking is (pushes fail in many Fortress sieges, and defenders often win by repelling 4-5 pushes) and then imagine how hard that&#039;d be if the defenders outnumbered the attackers rather than the other way around!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If the Fortress Lord is killed the attackers win instantly.&#039;&#039;&#039; For defenders to win the timer must run out with the Lord alive - note that alive simply means alive, not at 100%. If the Lord has 1% health when the timer runs out the defenders still win. Both sides are free to leave at this point; rewards are given out automatically, and bags will land in your mailbox as usual.&lt;/div&gt;</summary>
		<author><name>VindicoAtrum</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=15959</id>
		<title>Fortresses</title>
		<link rel="alternate" type="text/html" href="https://wiki.returnofreckoning.com/index.php?title=Fortresses&amp;diff=15959"/>
		<updated>2021-01-07T19:14:30Z</updated>

		<summary type="html">&lt;p&gt;VindicoAtrum: &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;WORK IN PROGRESS&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
Each pairing has two fortresses that sit at opposing ends of the pairing. Upon arriving in Tier 4 a Realm must successfully siege and lock two zones (middle and pre-fort) to reach the fort.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Before the Fortress siege begins&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Population Caps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Fortresses are capped to 168 attackers (7 full warbands) and 135 defenders (80% of the attackers, 5 full warbands, 1 half-full warband). It is very common to see more attackers and defenders in a pre-fort siege, so entry to a fortress siege is determined by [[RvR_Contribution|contribution]] in the pre-fort zone. Entry is further complicated by the need for each side to have a reasonable number of each archtype, and therefore it&#039;s not as straightforward as &amp;quot;the top 168 attackers by contribution get in&amp;quot;. Often underplayed heal/tank archtypes find entry into fortresses more consistent while more DPS roles do not, however this is wildly varying by time of day, realm attacking/defending, which fortress is being attacked, and other factors.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Under Siege!&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stages&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 1.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Stage 1 is the same for both attackers and defenders. A 5 minute timer will count down to the end of the stage, during which both sides will begin to organise, form warbands, and strategise entrances, defences, locations etc. During this time the attackers cannot access the inner fortress.&lt;br /&gt;
&lt;br /&gt;
If the population caps have been hit, those who did not get into the fortress can queue (by running into the zone) at which point they&#039;ll be teleported to their Realm queueing location; behind the fort for defenders, the zone boundary for attackers.&lt;br /&gt;
&lt;br /&gt;
Once the timer is completed, all those who had reservations that did not join the fortress battle surrender those reservations, and the people in the queue are invited to fill the open spots.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Stage 2.&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Stage 2 plays like a much smaller zone battle, but with five Battlefield Objectives instead of four. Each realm vies for control of each objective, with objectives granting a realm points on a control bar (shown in the upper centre of your screen). When your control points exceed the opposing Realm&#039;s points, the inner door health moves in your direction (down for attackers, up for defenders).&lt;/div&gt;</summary>
		<author><name>VindicoAtrum</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=15952</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=15952"/>
		<updated>2021-01-07T18:30:42Z</updated>

		<summary type="html">&lt;p&gt;VindicoAtrum: Added page links to fortresses and city sieges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The system currently in use on Return of Reckoning is an iterative attempt to refine 1.4.8 Age of Reckoning RvR mechanics. It is based around controlling Battlefield Objectives, which spawn supplies which can be returned to your keep to improve its rank, allowing you access to siege weapons to take down the opposing realm&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Under the current system, only one zone in a pairing will be active. This will follow the tiering system, so the first zone active in each pairing is tier 2, which once locked will activate tier 3, then the centre zone in tier 4. Locking a tier 4 zone pushes the pairing closer to the opposing Realm&#039;s fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a [[City Sieges Guide|city siege]], which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to be delivered there for your realm. Once two Battlefield Objectives are held by your realm supplies will spawn every 40 seconds at each. Higher ranked keeps require more than two Battlefield Objectives to be held.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The lock timer for a Battlefield Objective depends upon the current population levels and the relative population between the realms. An outnumbered realm has shorter lock timers. If the population is high, lock timers decrease.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Players pick up supplies from Battlefield Objectives up to every 40 seconds. Supplies spawn a small random offset location from the Battlefield Objective flag. While carrying supplies, players are indicated by a realm-colored beam of light.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* Number of players present in the area, to a limit which depends on the current keep rank. The more players are present, the more deliveries are worth.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
It is permitted to mount while carrying supplies. However, taking supplies out of the RvR area will result in a warning, and the supplies will decay if they are held for too long outside of the area.&lt;br /&gt;
&lt;br /&gt;
Supplies can be dropped when a player is attacked. The base chance to drop supplies is 50%. This value is reduced by 25% if you are Guarded, and is further reduced by 5% for every group member within 100 feet of you. A 6 man group with a Guarded carrier will therefore not drop supplies when hit. A player may interact with dropped supplies to steal them, becoming the new carrier. If dropped supplies are not claimed quickly enough, they will decay.&lt;br /&gt;
&lt;br /&gt;
A player and his group will be rewarded with XP, Renown and Influence in that zone upon delivering supplies. The value is based upon the value of the supplies, and is constant for every group member: a solo player, members of a 2 man group and members of a 6 man group will all receive the same reward.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Each Realm owns a keep in each contestable zone in Tiers 2, 3 and 4. Keeps form the focal point of the campaign in those zones, and a zone can be won (locked) by a realm when they capture the opposing realm&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Each keep has a rank, which is advanced by returning supplies to that keep or to the warcamp. This rank controls the resilience of the keep door against cannon fire, the number of siege weapons the keep can support on the field, and the delivery rate of replacement siege weapons. A rank requires both a certain level of supplies in reserve (indicated by a yellow bar above the keep) and enough players on either the allied or the enemy realm to satisfy the rank population requirement.&lt;br /&gt;
&lt;br /&gt;
Ranks can be lost as well as gained. If supplies have not been returned to a keep within 10 minutes of the last delivery (or a shorter period if the keep&#039;s rank is above 0), or the population of both realms falls too low, the keep will consume reserve supplies to sustain itself at a rate of 10% per minute. If not enough supplies are available in the bar to satisfy the upkeep, the keep&#039;s rank will fall. Keeps will reset the progress to their next rank if all of the battlefield objectives within a zone fall into enemy hands.&lt;br /&gt;
&lt;br /&gt;
Delivering supplies to a warcamp (in tier 4 only, tiers 2 and 3 do not have resource capture points at warcamps) provides only half the gain to the next rank compared to delivering those supplies to the keep, but there are times when an objective is just too far from the keep, or the keep is unsafe, when delivering to the warcamp should be your aim.&lt;br /&gt;
&lt;br /&gt;
When a keep reaches rank 2 a battering ram can now be spawned at that keep from a siege weapon merchant for 10 gold. At rank 4 a keep can support two battering rams.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The entrance to a keep is barred by doors. These doors are highly resilient and cannot be damaged by attacks from players or creatures. Siege weaponry is required to break them.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; and no repairs will be made to the door by the keep itself. To repair a door that is under attack, it is necessary to return supplies to the keep, which will be used on repairing the door.&lt;br /&gt;
&lt;br /&gt;
When a keep door falls below 50% health members of the owning Realm can no longer use those doors and must instead use the postern doors. If a keep has not been subject to assault for a certain period, the keep will attempt to return to its &amp;quot;safe&amp;quot; state. During this state, the keep will attempt to consume supplies to repair any damage issued to its doors or replace any destroyed doors. If not enough supplies are available, the keep will remain unsafe until there are enough supplies to fully restore the doors.&lt;br /&gt;
&lt;br /&gt;
Upon successfully defending a siege, a keep requires supplies to be delivered to repair the doors. If the outer door is down but the inner door is not then the inner door must be repaired, before a final supply is delivered to bring up the outer door. If both doors are down, a single supply delivery once the keep is deemed safe will bring up both doors.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Siege Weapons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located underneath the outer oil deploy point for the keep. A siege weapon need only be bought once; it acts as a requisitioning tool, asking your realm to deliver the weapon in question for you.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* The keep has a weapon of that type in reserve for you to use. The cap and rate of delivery for siege weapons varies with keep rank.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Towing/Carrying&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
All siege weapons except oil are movable - either by towing (wheeled) or by carrying (tripod / static). To tow or carry a siege weapon, mount and then right-click it. To deploy it, dismount and then right-click it while on foot.&lt;br /&gt;
&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Cannons inflict high damage to players and to other siege weapons. They inflict minor damage to doors. They come in two types: single target and line-attack. The Dwarf and Chaos cannons are purely single target, but inflict double damage. The other four cannons and ballistae perform a line attack, striking all targets along the cannon&#039;s shot vector.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
The damage of an artillery weapon increases the more enemies are concentrated around the spot at which it is fired. Artillery weapons inflict a stacking snare (suppression/pin) if enough targets are in the area, and the effectiveness of this snare increases further if the density of players is exceptional.&lt;br /&gt;
&lt;br /&gt;
Artillery weapons cannot hit a target if there is no arc of effect to the target. You must be able to see the attack spot or have an arc of effect to it to fire.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the door&#039;s hit points per full swing. A ram must be towed to the enemy keep door, and will automatically align itself when deployed within range. The best method of ensuring this automatic alignment takes place is to run directly at the door from straight ahead at a 90 degree angle. Approaching from a wide angle can and does prevent proper placement of the ram.&lt;br /&gt;
&lt;br /&gt;
Rams block player ranged fire and are resistant to artillery, and when deployed, cannon fire as well. They are weak against melee attacks, especially those dealt from great weapons. A ram which is on the move will also suffer more damage from cannon fire.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>VindicoAtrum</name></author>
	</entry>
	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=Open_RvR_Guide&amp;diff=15940</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=15940"/>
		<updated>2021-01-07T18:13:57Z</updated>

		<summary type="html">&lt;p&gt;VindicoAtrum: Reworked and updated ordering, sections on active zones, keeps + ranks, supplies, and updating formatting on siege weapons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The system currently in use on Return of Reckoning is an iterative attempt to refine 1.4.8 Age of Reckoning RvR mechanics. It is based around controlling Battlefield Objectives, which spawn supplies which can be returned to your keep to improve its rank, allowing you access to siege weapons to take down the opposing realm&#039;s keep.&lt;br /&gt;
&lt;br /&gt;
This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supply Line / Active Zones&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Under the current system, only one zone in a pairing will be active. This will follow the tiering system, so the first zone active in each pairing is tier 2, which once locked will activate tier 3, then the centre zone in tier 4. Locking a tier 4 zone pushes the pairing closer to the opposing Realm&#039;s fortress by one zone until a fortress at either side is successfully sieged, which will lock that pairing for 8 hours.&lt;br /&gt;
&lt;br /&gt;
When two pairings are locked by the same Realm within 8 hours from the first locked pair, it&#039;s time for a city siege, which then resets the pairings to tier 2.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Battlefield Objectives&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Controlling Battlefield Objectives causes supplies to be delivered there for your realm. Once two Battlefield Objectives are held by your realm supplies will spawn every 40 seconds at each. Higher ranked keeps require more than two Battlefield Objectives to be held.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Locking&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The lock timer for a Battlefield Objective depends upon the current population levels and the relative population between the realms. An outnumbered realm has shorter lock timers. If the population is high, lock timers decrease.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Supplies&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Players pick up supplies from Battlefield Objectives up to every 40 seconds. Supplies spawn a small random offset location from the Battlefield Objective flag. While carrying supplies, players are indicated by a realm-colored beam of light.&lt;br /&gt;
&lt;br /&gt;
The value of supplies depends upon the following factors:&lt;br /&gt;
* Rank of the keep.&lt;br /&gt;
* Number of players present in the area, to a limit which depends on the current keep rank. The more players are present, the more deliveries are worth.&lt;br /&gt;
* The internal population imbalance scaler (referred to as internal or delayed AAO.)&lt;br /&gt;
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.&lt;br /&gt;
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.&lt;br /&gt;
&lt;br /&gt;
It is permitted to mount while carrying supplies. However, taking supplies out of the RvR area will result in a warning, and the supplies will decay if they are held for too long outside of the area.&lt;br /&gt;
&lt;br /&gt;
Supplies can be dropped when a player is attacked. The base chance to drop supplies is 50%. This value is reduced by 25% if you are Guarded, and is further reduced by 5% for every group member within 100 feet of you. A 6 man group with a Guarded carrier will therefore not drop supplies when hit. A player may interact with dropped supplies to steal them, becoming the new carrier. If dropped supplies are not claimed quickly enough, they will decay.&lt;br /&gt;
&lt;br /&gt;
A player and his group will be rewarded with XP, Renown and Influence in that zone upon delivering supplies. The value is based upon the value of the supplies, and is constant for every group member: a solo player, members of a 2 man group and members of a 6 man group will all receive the same reward.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keeps&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==&lt;br /&gt;
&lt;br /&gt;
Each Realm owns a keep in each contestable zone in Tiers 2, 3 and 4. Keeps form the focal point of the campaign in those zones, and a zone can be won (locked) by a realm when they capture the opposing realm&#039;s keep and lock three battlefield objectives while maintaining that captured keep.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Rank&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
Each keep has a rank, which is advanced by returning supplies to that keep or to the warcamp. This rank controls the resilience of the keep door against cannon fire, the number of siege weapons the keep can support on the field, and the delivery rate of replacement siege weapons. A rank requires both a certain level of supplies in reserve (indicated by a yellow bar above the keep) and enough players on either the allied or the enemy realm to satisfy the rank population requirement.&lt;br /&gt;
&lt;br /&gt;
Ranks can be lost as well as gained. If supplies have not been returned to a keep within 10 minutes of the last delivery (or a shorter period if the keep&#039;s rank is above 0), or the population of both realms falls too low, the keep will consume reserve supplies to sustain itself at a rate of 10% per minute. If not enough supplies are available in the bar to satisfy the upkeep, the keep&#039;s rank will fall. Keeps will reset the progress to their next rank if all of the battlefield objectives within a zone fall into enemy hands.&lt;br /&gt;
&lt;br /&gt;
Delivering supplies to a warcamp (in tier 4 only, tiers 2 and 3 do not have resource capture points at warcamps) provides only half the gain to the next rank compared to delivering those supplies to the keep, but there are times when an objective is just too far from the keep, or the keep is unsafe, when delivering to the warcamp should be your aim.&lt;br /&gt;
&lt;br /&gt;
When a keep reaches rank 2 a battering ram can now be spawned at that keep from a siege weapon merchant for 10 gold. At rank 4 a keep can support two battering rams.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Keep Doors&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
The entrance to a keep is barred by doors. These doors are highly resilient and cannot be damaged by attacks from players or creatures. Siege weaponry is required to break them.&lt;br /&gt;
&lt;br /&gt;
If a door receives damage, the keep will enter an &amp;quot;attacked&amp;quot; state. During this time, the keep is considered &amp;quot;unsafe&amp;quot; and no repairs will be made to the door by the keep itself. To repair a door that is under attack, it is necessary to return supplies to the keep, which will be used on repairing the door.&lt;br /&gt;
&lt;br /&gt;
When a keep door falls below 50% health members of the owning Realm can no longer use those doors and must instead use the postern doors. If a keep has not been subject to assault for a certain period, the keep will attempt to return to its &amp;quot;safe&amp;quot; state. During this state, the keep will attempt to consume supplies to repair any damage issued to its doors or replace any destroyed doors. If not enough supplies are available, the keep will remain unsafe until there are enough supplies to fully restore the doors.&lt;br /&gt;
&lt;br /&gt;
Upon successfully defending a siege, a keep requires supplies to be delivered to repair the doors. If the outer door is down but the inner door is not then the inner door must be repaired, before a final supply is delivered to bring up the outer door. If both doors are down, a single supply delivery once the keep is deemed safe will bring up both doors.&lt;br /&gt;
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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;&#039;&#039;Siege weapons can be bought from your realm&#039;s Foreman, located underneath the outer oil deploy point for the keep. A siege weapon need only be bought once; it acts as a requisitioning tool, asking your realm to deliver the weapon in question for you.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to deploy a siege weapon, the following conditions must be satisfied:&lt;br /&gt;
* You are within a certain radius of an allied keep.&lt;br /&gt;
* The keep has a weapon of that type in reserve for you to use. The cap and rate of delivery for siege weapons varies with keep rank.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Towing/Carrying&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
All siege weapons except oil are movable - either by towing (wheeled) or by carrying (tripod / static). To tow or carry a siege weapon, mount and then right-click it. To deploy it, dismount and then right-click it while on foot.&lt;br /&gt;
&lt;br /&gt;
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.&lt;br /&gt;
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=== &amp;lt;span style=&amp;quot;color:#cc8400&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Types&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The following siege weapons are available:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Cannons&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
Cannons inflict high damage to players and to other siege weapons. They inflict minor damage to doors. They come in two types: single target and line-attack. The Dwarf and Chaos cannons are purely single target, but inflict double damage. The other four cannons and ballistae perform a line attack, striking all targets along the cannon&#039;s shot vector.&lt;br /&gt;
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==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Artillery&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
The damage of an artillery weapon increases the more enemies are concentrated around the spot at which it is fired. Artillery weapons inflict a stacking snare (suppression/pin) if enough targets are in the area, and the effectiveness of this snare increases further if the density of players is exceptional.&lt;br /&gt;
&lt;br /&gt;
Artillery weapons cannot hit a target if there is no arc of effect to the target. You must be able to see the attack spot or have an arc of effect to it to fire.&lt;br /&gt;
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==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Rams&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the door&#039;s hit points per full swing. A ram must be towed to the enemy keep door, and will automatically align itself when deployed within range. The best method of ensuring this automatic alignment takes place is to run directly at the door from straight ahead at a 90 degree angle. Approaching from a wide angle can and does prevent proper placement of the ram.&lt;br /&gt;
&lt;br /&gt;
Rams block player ranged fire and are resistant to artillery, and when deployed, cannon fire as well. They are weak against melee attacks, especially those dealt from great weapons. A ram which is on the move will also suffer more damage from cannon fire.&lt;br /&gt;
&lt;br /&gt;
In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20.&lt;br /&gt;
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==== &amp;lt;span style=&amp;quot;color:#0c7318&amp;quot;&amp;gt;&amp;lt;big&amp;gt;Oil&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt; ==== &lt;br /&gt;
&lt;br /&gt;
Oil performs in the same manner it did on Age of Reckoning.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Source&amp;lt;/big&amp;gt; ==&lt;br /&gt;
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&amp;amp;t=18308 here].&lt;br /&gt;
                                                                                                                                                     &#039;&#039;&amp;lt;small&amp;gt;&#039;&#039;&#039;Guide is written by Azarael ( Return of Reckoning Core Developer )&#039;&#039;&#039;&amp;lt;/small&amp;gt;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>VindicoAtrum</name></author>
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