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The system currently in use on Return of Reckoning is an iterative attempt to refine 1.4.8 Age of Reckoning RvR mechanics. It is based around controlling Battlefield Objectives, which spawn supplies which can be returned to your keep to improve its rank, allowing you access to siege weapons to take down the opposing realm's keep.
==<span style="color:#cc8400"><big> Open RvR Guide</big> </span> ==


This page will aim to cover gameplay mechanics, and not the reward mechanisms for RvR.
'''Open RvR''', or ''Realm Versus Realm'', allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and [[Fortresses]].
 
By capturing enough Keeps, realms can eventually push to attack an enemy [[Fortresses|Fortress]]. The Realm which captures the most enemy Fortresses over a 3-day window will then [https://wiki.returnofreckoning.com/City_Sieges {{#tip-img:https://wiki.returnofreckoning.com/images/4/4f/Campaign_Status.png | launch a siege}}] on their enemy's [[City_Sieges|Capital City]].
 
This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you're learning or want to understand more of how the system works!


== <span style="color:#cc8400"><big>Supply Line / Active Zones</big></span> ==
== <span style="color:#cc8400"><big>Supply Line / Active Zones</big></span> ==
[[File:Pairing Example.png|thumb|You can see active zones by checking your map, or with the useful [https://www.returnofreckoning.com/forum/viewtopic.php?t=22771| State of Realm add-on], as shown here.]]
Return of Reckoning features three "Pairings", which are sets of zones where battles take place. Those are:
*Empire VS Chaos
*Dwarfs VS Greenskins
*High Elves VS Dark Elves


Under the current system, only one zone in a pairing will be active. This will follow the tiering system, so the first zone active in each pairing is tier 2, which once locked will activate tier 3, then the centre zone in tier 4. Locking a tier 4 zone pushes the pairing closer to the opposing Realm's fortress by one zone until a [[Fortresses|fortress]] at either side is successfully sieged, which will lock that pairing for 8 hours.
Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.


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


== <span style="color:#cc8400"><big>Tier Differences</big></span> ==
In Tier 4, a "Tug-of-war" campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones.  When one realm finally captures a [[Fortresses|Fortress]], that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.


=== <span style="color:#0c7318"><big>Tier 1</big></span> ===
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.


=== <span style="color:#0c7318"><big>Tier 2</big></span> ===
If there's a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.
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.


=== <span style="color:#0c7318"><big>Tiers 3 and 4</big></span> ===
== <span style="color:#cc8400"><big>RvR Tiers</big></span> ==
Tiers 3 and 4 have keeps with outer walls. Both doors need to be destroyed before the attackers can fight the lord. After defeating the lord the keep must be defended while your realm captures three out of four Battlefield Objectives and holds them for a short period of time to lock the zone. Additionally, Tier 4 war camps have a flag where supplies can be returned at a 50% penalty.


== <span style="color:#cc8400"><big>Battlefield Objectives</big></span> ==
===<big>Tier 1</big> ===
Tier 1 has no keeps. Tier 1 is solely fought over Battlefield Objectives, with 50 supplies (each contributing 2%) and capture of all Battlefield Objectives required to lock a zone. Players level 1-15 can battle here.
[[File:Supplies Example.png|thumb|In every Tier, Supplies appear as boxes around held Battlefield Objectives.]]


Controlling Battlefield Objectives causes supplies to be delivered there for your realm. Once two Battlefield Objectives are held by your realm supplies will spawn every 40 seconds at each. Higher ranked keeps require more than two Battlefield Objectives to be held.
===<big>Tier 2</big> ===
Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord.  


=== <span style="color:#0c7318"><big>Locking</big></span> ===
With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.


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.
In ''Return of Reckoning'', all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.


=== <span style="color:#0c7318"><big>Supplies</big></span> ===
===<big>Tiers 3 and 4</big> ===
Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.


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.
Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.


The value of supplies depends upon the following factors:
== <span style="color:#cc8400"><big>Battlefield Objectives & Resources </big></span> ==
 
Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each.
 
Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.
 
=== <big>Capturing</big></span> ===
 
Battlefield Objectives will capture for your realm faster if more people are around the Objective. You'll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.
 
If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)
 
=== <big>Supplies</big></span> ===
[[File:Resource drop.png|thumb|Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!]]
Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.
 
Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, [[Renown]], and Influence for all members of your party who are nearby.
 
No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you're trying to rank up your keep, it's fastest to turn supplies in directly at the Keep, as long as the route is safe.
 
 
When increasing your Keep Rank, the value of supplies depends upon the following factors:
* Rank of the keep.
* Rank of the keep.
* Number of players present in the area, to a limit which depends on the current keep rank. The more players are present, the more deliveries are worth.
* Number of players present in the area, to a limit which depends on the current keep rank. The more players are present, the more deliveries are worth.
* The internal population imbalance scaler (referred to as internal or delayed AAO.)
* The internal population imbalance scaler (referred to as internal or delayed AAO.)
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.
* Distance of the host Battlefield Objective from the target. Supplies from further away are worth more.
* Destination. Supplies returned via the warcamp have a 50% transportation penalty.
* Destination. Supplies returned to the warcamp contribute only 50%.
 
 
If you leave the RvR area while carrying supplies, you'll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.
 
'''Supplies can be dropped''' when a player is attacked. The base chance to drop supplies is 50%.
 
Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they'll eventually decay.


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.
=== <big>Enemy Supplies</big></span> ===


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.
You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.
 
Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.


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.


== <span style="color:#cc8400"><big>Keeps</big></span> ==
== <span style="color:#cc8400"><big>Keeps</big></span> ==


Each Realm owns a keep in each contestable zone in Tiers 2, 3 and 4. Keeps form the focal point of the campaign in those zones, and a zone can be won (locked) by a realm when they capture the opposing realm's keep and lock three battlefield objectives while maintaining that captured keep.
Each Realm owns a keep in each contestable zone in Tiers 2, 3 and 4. Keeps form the focal point of the campaign in those zones, and a zone can be won (locked) by a realm when they capture the opposing realm's keep and hold three battlefield objectives while maintaining that captured keep.
 
=== <big>Keep Rank</big></span> ===
 
 
All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail.
 
The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank.  


=== <span style="color:#0c7318"><big>Keep Rank</big></span> ===
Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.


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.
Spawning any sort of Siege weapon will require you to be near your Realm's Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it's in place.


Ranks can be lost as well as gained. If supplies have not been returned to a keep within 10 minutes of the last delivery (or a shorter period if the keep's rank is above 0), or the population of both realms falls too low, the keep will consume reserve supplies to sustain itself at a rate of 10% per minute. If not enough supplies are available in the bar to satisfy the upkeep, the keep's rank will fall. Keeps will reset the progress to their next rank if all of the battlefield objectives within a zone fall into enemy hands.
=== <big>Keep Upgrades (Star Ranks 0-5)</big></span> ===


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.


=== <span style="color:#0c7318"><big>Keep Upgrades (Star Ranks 0-5)</big></span> ===
=== Zero Stars (Base Keep): ===


Base Keep (Zero Stars):
Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses.


No cannons, artillery weapons, or rams can be used at this stage. Your goal for the zone will be
During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.
to fight for battle objectives, while collecting and returning supplies as much as possible. To be capable of organizing a siege attack to lock the zone or a defense to remain in the zone. If a stalemate is reached either Realm can aim for a five star keep and controlling the battle objectives to lock the zone.  


(This rarely happens unless numbers are consistently even or there aren't enough players on either side for a defense or a siege. It is a last resort to progress to the next zone, and eventually a fortress/city siege.)


''' Strategic Advice: ''' Even if you're outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.


Note:
The Keep for each Realm is '''randomly selected''' when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.
[[File:Keep_star.png|thumb|By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.]]


The more supplies you collect to increase the level of the keep the easier the zone will become to defend, and attack in if there are enough people to do so. Also keep in mind that supply progress can be reset if the enemy captures all four battle objectives, and "reserve" supplies can be used up based on several other factors that are mentioned in the "Keep Rank" section above.
''' Note: '''  '''High [[Renown|Renown Rank]] players ''' can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.


When attacking with a higher level keep you will have access to more weaponry to speed up the siege. When defending, your attackers will have less access to your keeps postern doors.


(It is still valuable to collect supplies to play for a defense instead of an attack. Populations will always be a main factor to how fast or well these operations go for either Realm, Order or Destruction.)


=== One Star Keep: ===


One Star Keep:
'''Siege Allowed:'''
*2 Single Target Weapons (Cannons)
*2 AOE Target Weapons (Artillery)


Allows up to 2 player dropped cannons to be used.
(No extra fortifications to the keep defences, and no ram will be available until Rank 2)


=== Two Star Keep: ===


Two Star Keep:
'''Siege Allowed:'''
*1 Ram  (Requires Guild Rank 20 to Spawn)
*3 Single Target Weapons (Cannons)
*3 AOE Target Weapons (Artillery)


Allows for 3 player dropped cannons, 3 artillery weapons,
and one ram to be used. A Guild Rank of 20 is required to use a ram.




Three Star Keep:
=== Three Star Keep: ===


Locks the inner postern door of the keep to attackers, defenders may enter & exit freely. Allows for 5 player dropped cannons, 4 artillery weapons, and a ram to be used.
'''Siege Allowed:'''
Requires 3 or more battle objectives to be under control to generate supplies.
*1 Ram  (Requires Guild Rank 20 to Spawn)
*5 Single Target Weapons (Cannons)
*4 AOE Target Weapons (Artillery)


'''Defense Bonus:'''
*Inner Postern may not be used by Attackers. (Only enemy Melee DPS with "Bypass" can enter this door. Defenders may enter and exit freely.)


Note:


Organization with other players will be fully required at this point to progress and maintain your realms progression in the zone, either with defense, supplies, or an attack.
''' Strategic Advice: '''Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.
(Melee DPS characters with the "Bypass" ability can still make it through the locked postern door.)


''' Note: '''
At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm's control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm's progression in the zone.


Four Star Keep:
=== Four Star Keep: ===
[[File:Postern Example.png|thumb|Look for Postern Doors at both a Keep's outer walls and behind the inner sanctum for additional ways to defend or attack.]]
'''Siege Allowed:'''
*2 Rams (Requires Guild Rank 20 to Spawn)
*5 Single Target Weapons (Cannons)
*4 AOE Target Weapons (Artillery)


The outer AND inner postern doors become locked to attackers. Defenders may enter & exit both freely.
'''Defense Bonus:'''
2 rams may be spawned at once.  
*Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with "Bypass" can enter these doors. Defenders may enter and exit both freely.)  
(Melee DPS characters with the "Bypass" ability can still enter either of the locked inner or outer postern doors.)




Five Star Keep:
''' Strategic Advice: ''' As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.
 
''' Note: ''' Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.
 
=== Five Star Keep: ===


The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.
The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.


=== <span style="color:#0c7318"><big>Keep Doors</big></span> ===
''' Note: ''' The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.


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.
=== <big>Keep Doors</big></span> ===


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


When a keep door falls below 50% health members of the owning Realm can no longer use those doors and must instead use the postern doors. If a keep has not been subject to assault for a certain period, the keep will attempt to return to its "safe" state. During this state, the keep will attempt to consume supplies to repair any damage issued to its doors or replace any destroyed doors. If not enough supplies are available, the keep will remain unsafe until there are enough supplies to fully restore the doors.
Once a door is damaged, the keep will enter an "attacked" state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply.
 
Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors.  
 
After 10 minutes without being damaged, a keep will return to a "Safe" state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period.  


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.


== <span style="color:#cc8400"><big>Siege Weapons</big></span> ==
== <span style="color:#cc8400"><big>Siege Weapons</big></span> ==


'''''Siege weapons can be bought from your realm's Foreman, located in the gatehouse of the keeps outer wall. A siege weapon need only be bought once (with the exception of oil, which is consumable); using the item from your inventory constructs said siege weapon for you if the parameters for spawning it are correct.'''''
'''Siege weapons''' can be bought from your realm's Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.
 
Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)
[[File:Siege merchant.png|thumb|Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.]]
 
 
To use a siege weapon:
 
* '''Be within range of a Keep owned by your Realm'''
* '''Click the Siege item you'd like to deploy''' in your inventory, or keybind it and press the bound key.
 
 
There's a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the "Keep Ranks" section.)
 
'''To move a Siege Weapon''', simply '''Mount up and then right click the weapon''' once it's deployed. If you're attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow.
 
The following siege weapons are available:
 
 
==== <big>Cannons</big></span> ====
Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.) 
 
AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.
 
To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.
 
Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you're defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.
 
 
==== <big>Artillery</big></span> ====
 
Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once.
[[File:Wind example.png|thumb|AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.]]
Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower.
 
To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a "Wind" effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.
 
As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.
 
 
==== <big>Rams</big></span> ====
 
'''Rams''' are used to destroy enemy Keep Doors.
 
*To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully 'set' it.
 
*Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It's also wise to move a Ram if it's taking significant damage from enemy players.
 
 
If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.
 
Once a Ram is set on a Door, the first person to use it will begin a "Swing" mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage.
 
However, if they miss, it will only deal 50% damage, so it's fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50's.
 
 
'''Destroying a Ram:''' If you're being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)
 
'''Note:''' In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.
 
 
==== <big>Oil</big></span> ====
[[File:Elf oil.png|thumb|Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!]]
Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc.
 
*Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length.  
*'''Oil is extremely weak to melee attacks''', but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.
*When Destroyed, Oil has a timer of '''3 minutes''' before it may be placed again.
*Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for "Funnel" strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through.
 
 
If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly.
 
Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.
 
You won't normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.
 
*Tanks can use a "Deflect Oil" ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you'll still need considerable heals focused on you, even with this.
 
 
==== <big>Orcapults</big></span> ====
Orcapults are a special variety of artillery: instead of firing a projectile, it fires ''you!''
 
*To acquire an Orcapult, you must complete a repeatable quest in Karaz-a-Karak ('''Doorstep to Home''', from King Belegar Ironhammer at (28538, 26552)) or Karak Eight Peaks ('''Best Bashin' We'z Gunna Get''', from Grumlok at (32655, 41410)).
 
*Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.
 
 
 
== <span style="color:#cc8400"><big>Land Of The Dead</big></span> == 
[[File:Zandrimap.png|thumb|LOTD's weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.]]
 
Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.


In order to deploy a siege weapon, the following conditions must be satisfied:
The two zones consist of, [https://wiki.returnofreckoning.com/Necropolis_of_Zandri {{#tip-img: https://wiki.returnofreckoning.com/images/archive/b/b1/20220916145535%21Zandri.jpg| The Necropolis of Zandri}}] (ORvR Zone) and The Garden Of Qu'aph (Arena)
* You are within a certain radius of an allied keep.
* The keep has a weapon of that type in reserve for you to use. The cap and rate of delivery for siege weapons varies with keep rank.


All siege weapons except oil are movable - either by towing (wheeled) or by carrying (tripod / static). To tow or carry a siege weapon, mount and then right-click it. To deploy it, dismount and then right-click it while on foot.
This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.
While towing a siege weapon, you will move more slowly, but you cannot be dismounted.


'''The following siege weapons are available:
The [[Necropolis of Zandri|Necropolis of Zandri]] is only available when there's an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.
'''
==== <span style="color:#0c7318"><big>Cannons</big></span> ====


Cannons inflict high damage to players and to other siege weapons. They inflict minor damage to doors. They come in two types: single target and line-attack. The Heavy Dwarf Cannon and Heavy Chaos Hellcannon are purely single target, but inflict double damage. The Heavy Empire Cannon, Heavy High Elf Ballista, Heavy Greenskin Supa-Chucka and Heavy Dark Elf Ballista all perform a line attack, striking all targets along the weapon's shot vector. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.
Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.


To fire a cannon, right click on its model after it has been deployed (make sure you are unmounted and it is no longer being towed, or you will start towing it yourself). Once the cannon has been right clicked, select the crosshair icon to go into first person view. Cannon shots become more powerful as the crosshair becomes smaller, moving the mouse rapidly causes the crosshair to expand as opposed to aiming slowly which has minimal effect.
If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don't get back in that time someone else in queue will get your spot.


==== <span style="color:#0c7318"><big>Artillery</big></span> ====


Artillery inflicts high damage to groups players and low damage to other siege weapons. They inflict minimal damage to doors, and can fire right through them. The damage of an artillery weapon increases the more enemies are concentrated around the spot at which it is fired. Artillery weapons inflict a stacking snare (suppression/pin) if enough targets are in the area, and the effectiveness of this snare increases further if the density of players is exceptional. Artillery weapons consist of the: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Repeating Ballista, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Repeating Ballista. The deployable versions of all of these siege weapons replenish ammunition on a set interval depending on the amount of battlefield objectives your realm holds (one shot per objective held per tick). Stationary versions of these weapons can be found atop towers of keeps, these have infinite ammunition, and the type is dependent on the pairing/zone.
LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins.  


Artillery weapons cannot hit a target if there is no arc of effect to the target. You must be able to see the attack spot or have an arc of effect to it to fire. This results in the majority of stationary artillery pieces on keep towers to be unusable.


To fire an artillery piece, right click on its model after it has been deployed (make sure you are unmounted and it is no longer being towed, or you will start towing it yourself). Once the artillery piece has been right clicked, select the crosshair icon to go into first person view. Aiming artillery is different from aiming cannons, aiming is done through a red crosshair that appears on both the ground and your minimap, this crosshair can be extended outwards or drawn in towards you by using the scroll wheel. A windage meter will appear in the top right of the screen, the artillery shot will scatter away from your targeted location depending on the direction and length of the red arrow on this meter.
*Flags must connect fully back to the realm's home base to properly count for points. (Think of them as supply lines generating points back to base.)
*The flags feature a "Locking" mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point.
*Flags can still be stolen if they're within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.
*Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.


==== <span style="color:#0c7318"><big>Rams</big></span> ====


Rams are the only real means of destroying a door, dealing damage equal to 2.5% of the doors hit points per full swing. A ram must be towed to the enemy keep door, and will automatically align itself when deployed within range. The best method of ensuring this automatic alignment takes place is to run directly at the door from straight ahead at a 90 degree angle. Approaching from a wide angle can and does prevent proper placement of the ram. Physical melee attacks deal great damage to a deployed ram where as magical and physical ranged attacks are ineffective. Cannon fire is also ineffective to a deployed ram, although it is very effective against a ram being towed. '''If the ram is too far away from the player who originally spawned it, it will start taking severe damage over time until it is destroyed.''' To avoid this, keep a person on the ram even when it is not docked on the gate (if you know that the original spawner is no longer present).
In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.


Once the Battering Ram is docked onto the enemies keep door, up to four players can perform the ram swing minigame. The first player to engage with the deployed ram is designated as the "swing leader", the swing leader initiates the backswing of the ram. Once the swing has been started, the other players on the ram must time their mouse clicks to gain maximum damage inflicted upon the door. It is often better to aim for a percentage in the low nineties than it is to go for one hundred percent, as latency can cause the swing to roll over and become a fifty.


In order to deploy a ram, you must be in a guild. If in Tier 4, your guild must be at least Rank 20. A Battering Ram can be spawned from your realm's keep once it has been upgraded to two stars. Once your realm's keep has been upgraded to four stars, you can have two rams spawned simultaneously.
== <span style="color:#cc8400"><big>Joining a Warband</big></span> == 


==== <span style="color:#0c7318"><big>Oil</big></span> ====
You can join a Party or a Warband by clicking the Open Parties button in your UI.


Boiling Oil is a defensive siege weapon that is used to prevent attackers from crossing through the keep gates. This consumable siege weapon costs 5 gold per deployment. Obtaining kills with oil pours rewards no renown or kill credit.
This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR.  
To use Boiling Oil go to the top of the gatehouse and use the consumable oil in your inventory next to the deployment node. The Boiling Oil will spawn in the upright position and ready to pour, to do so, you must right click on it and press the crosshair icon. This is most effectively used when the ram is first placed on the door, and as soon after as possible as long as the door is still above 50%. The defenders may go out the gate and attack the ram while under the cover of oil. Boiling Oil below 50% should be saved for when the gate is going to go down and poured when the attackers pushing inside the gate to kill as many enemies as possible. After the oil has been destroyed it has a respawn of 3 minutes and can be spawned at any keep rank, and can only be spawned at keeps your faction owns.


==== <span style="color:#0c7318"><big>Orcapults</big></span> ====
To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you'll see the option to Upgrade when clicking the "manage" tab in the Open Parties window.  
Orcapults are a special variety of artillery, instead of firing a projectile that damages enemies, it fires you! To acquire an Orcapult, you must either complete a repeatable quest in Karaz-a-Karak ('''Doorstep to Home''', from King Belegar Ironhammer at (28538, 26552)) or Karak Eight Peaks ('''Best Bashin' We'z Gunna Get''', from Grumlok at (32655, 41410)), alternatively you can gain one from the final reward tier of the Weekly RvR Warfront. Orcapults decay over a 7 day period after they are redeemed.


== <big>Source</big> ==
Players who lead Warbands in RvR and meet certain requirements can also earn [[Warband Leader's Mark|Warband Leader's Marks]]. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed [[Warband Leader's Mark|here]].
You can find original post by clicking [https://www.returnofreckoning.com/forum/viewtopic.php?f=52&t=18308 here].
                                                                                                                                                    ''<small>'''Guide is written by Azarael ( Return of Reckoning Core Developer )'''</small>''

Latest revision as of 18:54, 9 November 2024

Open RvR Guide

Open RvR, or Realm Versus Realm, allows for both small-scale and massive battles of hundreds of players as each Realm attempts to gather supply, control objectives, and ultimately either siege or defend Keeps and Fortresses.

By capturing enough Keeps, realms can eventually push to attack an enemy Fortress. The Realm which captures the most enemy Fortresses over a 3-day window will then launch a siege on their enemy's Capital City.

This guide includes all the basics of the Open RvR Campaign, so please use it as a reference if you're learning or want to understand more of how the system works!

Supply Line / Active Zones

You can see active zones by checking your map, or with the useful State of Realm add-on, as shown here.

Return of Reckoning features three "Pairings", which are sets of zones where battles take place. Those are:


  • Empire VS Chaos
  • Dwarfs VS Greenskins
  • High Elves VS Dark Elves


Besides Tier 1 (more info below), only one zone in a pairing will be active, and sometimes entire Pairings may be temporarily locked. The first zone active in each pairing is tier 2, which will progress to Tier 3 once locked, and then into Tier 4 once that is locked.


In Tier 4, a "Tug-of-war" campaign begins, with each Realm pushing the fight closer to the enemy Fortress by capturing a Zone. The campaign cannot move back into Tier 3, but the Tug-of-War can result in the battle constantly shifting back and forth between Tier 4 zones. When one realm finally captures a Fortress, that realm will gain a point for their Campaign status, and the Pairing will either lock or fully reset back to Tier 2.


If there's a Tie on Fortress Captures, the game will lock Two Pairings and leave only one open, in an attempt to force all fighting there and encourage a tiebreaker.

RvR Tiers

Tier 1

Tier 1 has no keeps. Tier 1 is solely fought over Battlefield Objectives, with 50 supplies (each contributing 2%) and capture of all Battlefield Objectives required to lock a zone. Players level 1-15 can battle here.

In every Tier, Supplies appear as boxes around held Battlefield Objectives.

Tier 2

Tier 2 introduces keeps with a single door which attackers must breach with a ram. Defenders have access to place Boiling Oil at the inner door. Once the door is destroyed, attackers must defeat the enemy Keep Lord.

With the Lord defeated, the keep must be held by attackers while their realm also captures three out of four Battlefield Objectives, and holds them for a minute or two to lock the Zone and move the fight to the next Tier.

In Return of Reckoning, all players level 16-40 can participate in Tier 2, as well as Tiers 3 and 4, with lower level players receiving a special bolster to help them compete.

Tiers 3 and 4

Tiers 3 and 4 feature larger keeps with outer walls, and Defenders may place oil at both the Outer wall and the Inner here.

Attackers must breach both the Outer Door and the Inner Door with a ram before engaging the Lord. Like previous tiers, attackers must then maintain control of the captured keep while also sending a force to hold at least three Battlefield Objectives to lock the Zone.

Battlefield Objectives & Resources

Controlling Battlefield Objectives causes supplies to appear around these flags for your realm. Once your faction holds at least two Battlefield Objectives, supplies will spawn every 40 seconds at each.

Higher ranked keeps require more than two Battlefield Objectives to be held, with Three Objectives needed for a 3-star Keep, and all Four for a Four-star keep.

Capturing

Battlefield Objectives will capture for your realm faster if more people are around the Objective. You'll see a timer counting down when on an objective, and once this timer finishes, the objective will be temporarily captured for your faction.

If a member of your Realm is not present at the Objective, it will revert to a Neutral state after a short window of time. (Usually ~2 minutes.)

Supplies

Bring supplies to your Keep and turn them in at the Resource Drop flag to help your realm, and gain exp, renown, and influence for your party!

Supplies will spawn randomly around your Objective flags roughly every 40 seconds. When carrying supplies, a character will have a large beam of light around their character, which is blue for Order and Red for Destruction.

Once you have supplies, bring them to either your Keep or your Warcamp and look for the Resource turn-in flag to contribute them to the fight. This will grant experience, Renown, and Influence for all members of your party who are nearby.

No matter where you turn them in, supplies will grant the same Exp/Renown/Influence numbers. Holding more objectives also boosts this number, increasing it for each objective held. If you're trying to rank up your keep, it's fastest to turn supplies in directly at the Keep, as long as the route is safe.


When increasing your Keep Rank, the value of supplies depends upon the following factors:

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


If you leave the RvR area while carrying supplies, you'll see a warning to return, and the supplies will decay if held for too long outside of the RvR lake.

Supplies can be dropped when a player is attacked. The base chance to drop supplies is 50%.

Allied players can also interact with dropped supplies to pick them up, becoming the new carrier. If dropped supplies are not claimed quickly enough, they'll eventually decay.

Enemy Supplies

You can confiscate enemy supplies by interacting with them, which will destroy the supplies and prevent the enemy Realm from gathering them.

Additionally, all allies close to enemy supply will gain a small amount of Experience, Renown, and Influence for each. This is given to all allies, including those outside your party. The range is tiny, so make sure everyone is very close first before capturing them.


Keeps

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

Keep Rank

All Keeps begin at Rank 0, and can be leveled up via Supplies all the way to Rank 5. Each Rank grants benefits, which are listed below in more detail.

The yellow bar above a keep on your Zone Map will show you how close you are to the next Rank.

Progress to the next Keep Rank can be lost if a Realm does not continue to deliver supplies to either their Keep or the Warcamp, which requires controlling Battlefield Objectives. Additionally, it is possible for both 4-star and 3-star keeps to fall back to a lower rank if a guild within that Realm does not Claim the Keep, and if supplies are not constantly delivered.

Spawning any sort of Siege weapon will require you to be near your Realm's Keep. Once Siege, like a Ram or Cannon is spawned, you can mount up and click the siege to begin towing it, which will cause it to follow you. Dismount and right click to activate the Siege Weapon once it's in place.

Keep Upgrades (Star Ranks 0-5)

Zero Stars (Base Keep):

Fresh keeps begin at Rank 0 and have no deployable siege weapons or defensive bonuses.

During this period, focus on controlling at least two Battlefield Objectives, winning skirmish fights with enemies, and running Supply to your Keep.


Strategic Advice: Even if you're outnumbered or numbers are even, it is still helpful to Rank up your keep thanks to the Defensive bonuses, listed below. For Warbands, moving between Battle Objectives and gathering large amounts of supplies while killing enemy players is generally an effective strategy at this stage.

The Keep for each Realm is randomly selected when the Zone opens, so consider which Objectives will be most useful to capture - or to deny your enemies in order to stop their progression.

By increasing the Star Rank of your keep, your realm will benefit from both increased Siege Weapon amounts and additional defensive bonuses.

Note: High Renown Rank players can drop a Supply crate when they are killed, so defending delivery routes and winning skirmishes at Battlefield Objectives can also be a good way to secure supplies.


One Star Keep:

Siege Allowed:

  • 2 Single Target Weapons (Cannons)
  • 2 AOE Target Weapons (Artillery)


Two Star Keep:

Siege Allowed:

  • 1 Ram (Requires Guild Rank 20 to Spawn)
  • 3 Single Target Weapons (Cannons)
  • 3 AOE Target Weapons (Artillery)


Three Star Keep:

Siege Allowed:

  • 1 Ram (Requires Guild Rank 20 to Spawn)
  • 5 Single Target Weapons (Cannons)
  • 4 AOE Target Weapons (Artillery)

Defense Bonus:

  • Inner Postern may not be used by Attackers. (Only enemy Melee DPS with "Bypass" can enter this door. Defenders may enter and exit freely.)


Strategic Advice: Because the Postern is locked, blockading the Bottom Floor and forcing the enemy into a tiny chokepoint is recommended, as you can also place Oil here to quickly kill them.

Note: At Rank 3, your Keep Requires 3 or more battle objectives to be under your Realm's control in order to generate supplies. Organization with other players will be fully required at this point to progress and maintain your realm's progression in the zone.

Four Star Keep:

Look for Postern Doors at both a Keep's outer walls and behind the inner sanctum for additional ways to defend or attack.

Siege Allowed:

  • 2 Rams (Requires Guild Rank 20 to Spawn)
  • 5 Single Target Weapons (Cannons)
  • 4 AOE Target Weapons (Artillery)

Defense Bonus:

  • Both Outer AND Inner Postern may not be used by Attackers. (Only enemy Melee DPS with "Bypass" can enter these doors. Defenders may enter and exit both freely.)


Strategic Advice: As both Postern doors are locked on 4-star keeps, it is highly recommended to blockade and funnel the Main Gates to prevent the enemy from entering. Placing Oil during this strategy is highly effective, and will kill huge amounts of enemies if near the door.

Note: Once Rank 4, your Keep still requires three battlefield objectives to be under control to open supply lines and generate supplies.

Five Star Keep:

The zone will automatically lock once the keep hits 5 stars and that realm holds all 4 Battle Objectives.

Note: The keep will be reset back to 4 Stars if the enemy captures all 4 Battle Objectives, denying your Realm the lock for the zone.

Keep Doors

The entrance to a keep is barred by doors, which can only be damaged by Siege Weaponry.

Once a door is damaged, the keep will enter an "attacked" state. When a Keep is under attack, any Supplies turned in will heal the Door, at a rate of 2% per Supply.

Once a Keep Door falls below 50% health, members of the owning Realm can no longer use it and must instead use the postern doors.

After 10 minutes without being damaged, a keep will return to a "Safe" state. If any Doors were destroyed during an attack, they will automatically be recovered at full health if a supply is turned in following this 10-minute period.


Siege Weapons

Siege weapons can be bought from your realm's Foreman, located in the gatehouse of the keeps outer wall. You only need to purchase each once, with the exception of Boiling Oil, which is consumed upon use.

Every Race has different weapons available, and there are no race restrictions to purchase or deploy. (You can use Empire/Chaos Siege weapons in Dwarf/Greenskin pairings, for example.)

Buy Siege weapons from the Weapon merchant, located in Warcamps or the Gatehouse (just above the outer doors) of most Keeps.


To use a siege weapon:

  • Be within range of a Keep owned by your Realm
  • Click the Siege item you'd like to deploy in your inventory, or keybind it and press the bound key.


There's a limit on Siege weapon amounts per realm, which you can see by hovering over your keep when looking at your Map. (More on this above, under the "Keep Ranks" section.)

To move a Siege Weapon, simply Mount up and then right click the weapon once it's deployed. If you're attacked and dismounted, the weapon will also stop moving, so re-mount, then right click it again to reset the tow.

The following siege weapons are available:


Cannons

Single Target Cannons are most useful for damaging enemy Siege weapons, like Oil. (Examples: Heavy Dwarf Cannon, Heavy Chaos Hellcannon.)

AOE versions, like the Heavy High Elf/Dark Elf Ballistas and the Heavy Greenskin Supa-Chucka, deal damage in a line.

To fire, right click the cannon after it has been deployed (make sure you are unmounted and it is no longer being towed), and click the crosshair button. The closer the crosshairs get to the center of the screen, the more damage your shot will do.

Allied players can replenish your ammunition on Cannons by turning in supplies at Keeps or Warcamps while a siege is ongoing. If you're defending, there are also built-in Siege weapons on most keep walls, which cannot move but also have infinite shots.


Artillery

Artillery is useful for damaging enemy players. These weapons can also snare enemies and may deal increased damage if you hit large groups of players at once.

AOE Artillery is great for hitting clumps of enemy players. Take note of the Wind, which will slightly adjust where your shot lands.

Artillery weapons include: Heavy Empire Hellblaster, Heavy Dwarf Organ Gun, Heavy High Elf Bolt Thrower, Heavy Chaos Tri-Barrel, Heavy Greenskin Rock Lobba and Heavy Dark Elf Bolt Thrower.

To fire, right click while unmounted and select the middle target option. AOE damage artillery will have a "Wind" effect you should watch for, which will slightly adjust where your damage hits in the direction of the wind.

As with Cannons, allied players in the zone can replenish your ammunition by turning in supplies to a Keep or Warcamp during a siege.


Rams

Rams are used to destroy enemy Keep Doors.

  • To place the Ram, the person towing should run straight into the enemy door, wait a moment for the ram to catch up, and then dismount and right click the Ram to fully 'set' it.
  • Sometimes Rams can be placed incorrectly or simply bug out - to reset the ram, just Mount up, tow the Ram away a short distance, then place it again on the door. It's also wise to move a Ram if it's taking significant damage from enemy players.


If a Ram is not placed on an enemy door within 10 minutes of being spawned, or if the person who spawned it moves far away from it, it will take heavy damage and eventually destroy itself.

Once a Ram is set on a Door, the first person to use it will begin a "Swing" mini-game, which shows a power bar. All four players on the ram want to click when the power slider is as close to the end of the power meter as possible, which will deal 100% damage.

However, if they miss, it will only deal 50% damage, so it's fine to aim for consistent 95% swings if your frames skip a bit or you keep hitting 50's.


Destroying a Ram: If you're being sieged, you can damage an enemy ram most significantly with Melee damage. As long as your keep doors are above 50%, you can poke out through the main gate and damage the ram. This strategy is most effective when paired with Boiling Oil. (Info below.)

Note: In Tier 4, Rams can only be spawned by members of Guilds that are at least level 20.


Oil

Place boiling oil at the top of outer and inner gatehouses. This is one of the most effective defensive weapons your realm has, so use it wisely!

Boiling Oil is one of the most effective ways to kill huge amounts of enemies in the game. When placed at the top of a gatehouse and poured, this oil will deal repeated ticks of 3,000 true damage, meaning it cannot be reduced by toughness or blocked/parried/etc.

  • Keeping your oil protected - or quickly destroying enemy oil - is key to a siege length.
  • Oil is extremely weak to melee attacks, but will block most ranged physical attacks, so use your siege weapons, ranged attacks that deal magic damage, or send Melee DPS in to destroy it.
  • When Destroyed, Oil has a timer of 3 minutes before it may be placed again.
  • Besides delaying a siege in order for defenders to increase their numbers, Oil is also very effective for "Funnel" strategies at keeps, where defenders will blockade the main gate and force the attackers to bunch up as they attempt to push through.


If an Oil is saved and poured as the enemy realm smashes together in front of the door, one pour can kill huge amounts of enemies, and well-timed oils can wipe whole sieges if done properly.

Attackers can counter funnels by using Postern doors, but remember that 3-star and 4-star keeps will force you to use at least one main gate.

You won't normally get Renown for killing enemies with Oil, but players near the doors or walls damaging players killed by oil will still get rewards.

  • Tanks can use a "Deflect Oil" ability to slightly reduce the incoming oil damage for their group. To survive oil damage, you'll still need considerable heals focused on you, even with this.


Orcapults

Orcapults are a special variety of artillery: instead of firing a projectile, it fires you!

  • To acquire an Orcapult, you must complete a repeatable quest in Karaz-a-Karak (Doorstep to Home, from King Belegar Ironhammer at (28538, 26552)) or Karak Eight Peaks (Best Bashin' We'z Gunna Get, from Grumlok at (32655, 41410)).
  • Orcapults decay over a 7 day period after they are redeemed, but you can keep repeating the Quest to get more.


Land Of The Dead

LOTD's weekly battle works like a giant scenario. Flags and kills both generate points, and the first team to earn 3000 points wins.

Land of the Dead Expeditions become available to players at Career Rank 40. The searing sands of the desert play host to a large scale ORvR battle between both realms - and angry Tomb Kings - with Battlefield Objectives and PvE bosses to conquer and claim.

The two zones consist of, The Necropolis of Zandri (ORvR Zone) and The Garden Of Qu'aph (Arena)

This battle will only take place once per week. At Career Rank 40 a new resource tracker will become available on your screen, hovering over the tracker will let you know how much time is left before the next expedition takes place.

The Necropolis of Zandri is only available when there's an ongoing expedition. 15 minutes before an expedition starts, players can sign up at the Expedition Quartermaster, located just next to the flight master in either main city.

Spots in the expedition are limited, and the players that have collected the most Expedition Resources from RvR during the week will have priority. Expedition Resources are bound to account + realm, so you can mail these to whichever character you want to play on to increase your odds of getting in.

If you leave land of the dead or crash, you will keep a reservation for 5 minutes, if you don't get back in that time someone else in queue will get your spot.


LOTD works more like a giant scenario than it does the rest of RvR. By holding flags and killing the enemy, your realm earns points, and the first realm to get to 3000 points wins.


  • Flags must connect fully back to the realm's home base to properly count for points. (Think of them as supply lines generating points back to base.)
  • The flags feature a "Locking" mechanic that prevents the enemy team from stealing a point more than 2 flags past the furthest captured point.
  • Flags can still be stolen if they're within 1-2 objectives of the current battlefield. This will stop point gain, as seen by the grey lines in the example image.
  • Flags generating points fully display either Blue lines (Order) or Red lines (Destro), as also seen in the example image.


In addition to fighting enemy players and capturing objectives, the Tomb Kings themselves will send armies to capture and neutralize points. These require at least a small party to handle, sometimes more, and spawn randomly on both sides of the map, so teams must keep an eye out for these to ensure their supply lines are not captured by the PvE mobs.


Joining a Warband

You can join a Party or a Warband by clicking the Open Parties button in your UI.

This will open a window that displays all the open Parties and Warbands, and lists their location. (RvR, PvE, or SC for Scenario.) The majority of open Warbands are used for RvR.

To upgrade a Party, which holds a maximum of 6 players, to a Warband which can hold up to 24, you first need a second player to join. Then you'll see the option to Upgrade when clicking the "manage" tab in the Open Parties window.

Players who lead Warbands in RvR and meet certain requirements can also earn Warband Leader's Marks. This currency is calculated once per week (like Renown Statues in the Capital cities) and can be spent on items listed here.