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# {{PAGENAME}}
# {{PAGENAME}}


'''{{PAGENAME}}''' is a Tier 1 RvR scenario in *Return of Reckoning*. It is an objective-based match where two realms compete to control points and score points.
'''{{PAGENAME}}''' is a Tier 1 RvR scenario in ''Return of Reckoning''. It is an objective-based match where two realms compete to control points and score points.


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== Overview ==
== Overview ==
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== Scenario Description ==
== Scenario Description ==
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Gates of Ekrund is fought at the massive Dwarven gatehouse guarding the mountain pass between Ekrund and Mount Bloodhorn. Order holds the fortress and must defend it, while Destruction seeks to break in and seize control of the capture points. Teams start closest to their respective outer objectives (Order near the Supply Room and Destruction near the Ammunitions Cache), with the central '''Gate Switch''' being the most contested.
Gates of Ekrund is fought at the massive Dwarven gatehouse guarding the mountain pass between Ekrund and Mount Bloodhorn. Order holds the fortress and must defend it, while Destruction seeks to break in and seize control of the capture points. Teams start closest to their respective outer objectives (Order near the Supply Room and Destruction near the Ammunitions Cache), with the central '''Gate Switch''' being the most contested.


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== Objectives & Scoring ==
== Objectives & Scoring ==
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The first team to reach '''500 points''' wins, or the team with the higher score when time runs out earns victory.
The first team to reach '''500 points''' wins, or the team with the higher score when time runs out earns victory.


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== Map & Gameplay ==
== Map & Gameplay ==
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Players must balance capturing objectives with combat operations. The Gate Switch in the centre often sees the most action, while teams rotate between the outer objectives to maintain pressure or counterplay. Ranged players and healers often support from elevated positions overlooking objectives, and coordinated group movement helps secure captures or defend points.
Players must balance capturing objectives with combat operations. The Gate Switch in the centre often sees the most action, while teams rotate between the outer objectives to maintain pressure or counterplay. Ranged players and healers often support from elevated positions overlooking objectives, and coordinated group movement helps secure captures or defend points.


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== General Strategy ==
== General Strategy ==
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* Hold the Gate Switch. Always defend it, keeping the majority of your team there while others flank or capture the other two objectives.
* Hold the Gate Switch. Always defend it, keeping the majority of your team there while others flank or capture the other two objectives.


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== Archetype Roles ==
== Archetype Roles ==


* **Tanks & Melee DPS:** Push centre and support captures.   
* '''Tanks & Melee DPS:''' Push centre and support captures.   
* **Ranged DPS:** Help secure Supply Room / Ammunitions Cache and cover from elevations.   
* '''Ranged DPS:''' Help secure Supply Room / Ammunitions Cache and cover from elevations.   
* **Healers:** Stick with frontliners and stay alive through prolonged fights near objectives.   
* '''Healers:''' Stick with frontliners and stay alive through prolonged fights near objectives.   


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== Lore / Background ==
== Lore / Background ==
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The scenario reflects the ongoing struggle between Order and Destruction over strategic chokepoints in the Old World, where control of terrain can tip the balance of power in larger RvR campaigns.
The scenario reflects the ongoing struggle between Order and Destruction over strategic chokepoints in the Old World, where control of terrain can tip the balance of power in larger RvR campaigns.


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== External Links ==
== External Links ==


{{Scenario navigation}}
{{Scenario navigation}}

Revision as of 03:02, 16 October 2026

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  1. Gates of Ekrund

Gates of Ekrund is a Tier 1 RvR scenario in Return of Reckoning. It is an objective-based match where two realms compete to control points and score points.


Overview

Feature Details
Type Domination
Realm Matchup Order vs. Destruction
Players 12 per side
Duration 12 minutes
Winning Score 500 points
Objectives Gate Switch, Supply Room, Ammunitions Cache


Scenario Description

Gates of Ekrund is fought at the massive Dwarven gatehouse guarding the mountain pass between Ekrund and Mount Bloodhorn. Order holds the fortress and must defend it, while Destruction seeks to break in and seize control of the capture points. Teams start closest to their respective outer objectives (Order near the Supply Room and Destruction near the Ammunitions Cache), with the central Gate Switch being the most contested.


Objectives & Scoring

Control Points

  • Gate Switch: central objective and key to scoring, often the focus of large engagements.
  • Supply Room: Order’s nearest objective, usually captured early by Order teams.
  • Ammunitions Cache: Destruction’s closest capture point, typically an early target for Destro players.

Scoring

  • Capture Gate Switch: ~30 points
  • Capture Supply Room or Ammunitions Cache: ~15 points
  • Hold any Objective: ~2 points per tick
  • Kill an Enemy Player: ~5 points

The first team to reach 500 points wins, or the team with the higher score when time runs out earns victory.


Map & Gameplay

Players must balance capturing objectives with combat operations. The Gate Switch in the centre often sees the most action, while teams rotate between the outer objectives to maintain pressure or counterplay. Ranged players and healers often support from elevated positions overlooking objectives, and coordinated group movement helps secure captures or defend points.


General Strategy

  • Start by rushing to the closest point and capture it. If someone is already capturing it, proceed to the Gate Switch as fast as possible.
  • On Order side, use the lower road and hug the hill on your left to reach Gate Switch faster; it is the shortest route.
  • Flank enemies whenever possible, ensuring their nearest flag is always contested or captured. This slows or disrupts enemy momentum.
  • Hold the Gate Switch. Always defend it, keeping the majority of your team there while others flank or capture the other two objectives.


Archetype Roles

  • Tanks & Melee DPS: Push centre and support captures.
  • Ranged DPS: Help secure Supply Room / Ammunitions Cache and cover from elevations.
  • Healers: Stick with frontliners and stay alive through prolonged fights near objectives.


Lore / Background

Gates of Ekrund is set at a strategic mountain pass near the Dwarven stronghold of Ekrund. This pass guards the approaches from the northern Badlands into the Heartlands, making it a key defensive position for Order.

The Dwarves maintain fortified gatehouses, supply rooms, and ammunition caches to hold off invasions. Destruction forces, eager to press into the Heartlands, frequently assault these gates in coordinated attacks, attempting to breach the mountain defenses and disrupt Order’s control of the region.

The scenario reflects the ongoing struggle between Order and Destruction over strategic chokepoints in the Old World, where control of terrain can tip the balance of power in larger RvR campaigns.


External Links