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War Gold: Realm vs. Realm

Posted:2/17/2009 5:04:31 PM

Warhammer Online: Age of Reckoning features Mythic's Realm versus Realm (RvR) combat system, originally developed in Dark Age of Camelot. This takes place within three different racial pairings: Dwarfs vs. Greenskins, Empire vs. Chaos, and High Elves vs. Dark Elves. It is extremely important for Warhammer Online world that can offer War players more War gold, rewards and War experience (War power-leveling) to player. Although there are only two races per pairing, players may travel to either of the other two pairings to help fight with their friends and allies. And you are going to feel happy when you gain Warhammer gold after the combat. There are four types of RvR combat: Skirmishes (random world encounters), Battlefields (objective-driven battles in RvR-specific areas), Scenarios (instanced, point-based battles against the opposing faction), and Campaigns (invading enemy lands and capital cities). RvR contribution includes both Player vs. Player (PvP) combat and (to a lesser extent) Player vs. Environment (PvE) quests so that you can assist your realm in their victory, regardless of preferred play-style. In fact, PvP and PvE are basic methods to gathering War money and War experience to level up.

All activities in WAR contribute to the campaign, as it is the primary focus of the game. Each of the aforementioned activities generate Victory Points (VP) which measure a realm's progress in capturing a zone. When one realm reaches a designated amount of Victory Points in a particular zone, that zone falls under their control and the war pushes deeper into enemy territory. This back and forth struggle for zone control continues until one side holds two racial pairings, and the attacking side may sack, loot, and pillage the enemy's capital city. The capture of a capital city is the pinnacle objective of the campaign. Once a capital city is taken, the attackers are given a period time to loot the city. When this period expires, the defeated players receive increasing support from NPC guards until they are able to force the attackers out of their city and close the gates. At this point the campaign then begins anew, restarting the cycle.
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Keeps and Keep Sieges were introduced into WAR’s Realm vs Realm combat system during the Closed Beta phase of testing. Keeps can be captured for Victory Points towards your realm and can be claimed by the capturing guild. NPC guards are stationed at all keeps (claimed or unclaimed) to ensure that a certain level of difficulty is maintained and that, at minimum, six to twelve players are required for capture. Should players decide to defend it, the difficulty in capturing the keep will increase greatly. Keeps are decorated according to the aesthetics of the race that currently controls it; however, the basic layout will stay the same. If a keep has been claimed by a guild, it will display the heraldry of that guild. Siege warfare includes four types of siege weapons: rams for destroying keep doors, ballistae for targeting enemy players or destroying enemy siege emplacements, cannons, catapults, and trebuchets for AoE splash damage, and boiling oil to use from keep walls. Emplacements located around the keeps, known as siege pads, are used to determine where siege weapons can be constructed. The pads themselves can be destroyed by players of the defending realm, inhibiting the siege process.
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Mythic also prevents the ganking of new players by more experienced players. For example, in Scenarios, low-level players may be boosted to an average level of play to ensure a more level playing field. Also, if a higher-ranked player deliberately begins attacking a player with a significantly lower rank, they will be penalised by being temporarily transformed into a chicken. The lower-level player can then move on in safety, or dispatch the chicken with one blow. No such penalty applies if the lower level player opens combat or is part of a large party, to avoid the reverse happening to high-level players.
 

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