Invasions: Difference between revisions

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===Capturing enemy defenses===
===Capturing enemy defenses===
As the gems are behind enemy walls, in order to obtain them, a realm must gain access to the enemy territory behind their Great Wall. This means that their Gate has to be destroyed, as it is the only way to penetrate the Great Wall of an enemy realm. The Gate though is invulnerable to attacks, unless the "realm defenses" are captured. This means that in order to be able to attack an enemy gate, a realm must hold the castle and at least one fort of the enemy realm, for 30 minutes. Capturing a second fort will cut the time remaining in half. Similarly retaking one of two forts will cause the timer to double. While a realm is in danger, they can not spawn their their Realm Gate.
As the gems are behind enemy walls, in order to obtain them, a realm must gain access to the enemy territory behind their Great Wall. This means that their Gate has to be destroyed, as it is the only way to penetrate the Great Wall of an enemy realm. The Gate though is invulnerable to attacks, unless the "realm defenses" are captured. This means that in order to be able to attack an enemy gate, a realm must hold the castle and at least one fort of the enemy realm, for 30 minutes. Capturing a second fort will cut the time remaining in half. Similarly retaking one of two forts will cause the timer to double. While a realm is in danger, they can not spawn at their Realm Gate.


After this time elapses, the Gate of the realm that lost their defenses becomes vulnerable for 2 hours. If at the end of this time, they do not hold at least 1 fort, the Gate is vulnerable for another 2 hours, and so on. If they have captured at least 1 fort, their castle will automatically return in the control of the defending realm, and the Gate will no longer be vulnerable. If the defending realm captures their castle or all of the captured forts, they will be able to spawn at their own Realm Gate.  
After this time elapses, the Gate of the realm that lost their defenses becomes vulnerable for 2 hours. If at the end of this time, they do not hold at least 1 fort, the Gate is vulnerable for another 2 hours, and so on. If they have captured at least 1 fort, their castle will automatically return in the control of the defending realm, and the Gate will no longer be vulnerable. If the defending realm captures their castle or all of the captured forts, they will be able to spawn at their own Realm Gate.


As long as the gate is vulnerable, any enemy may attack it, not only the realm that has captured the defenders fort(s) and castle. If the Gate is successfully destroyed by enemies, the route to their inner realm is now open for 30 minutes, and any enemy may go through the destroyed gate. After 30 minutes, the Gate will respawn, and access to and from the inner region of that realm is denied through the Gate. If an enemy is inside that realm when the gate is shut, they can only get out using the teleport orb of that realm that leads back outside, to the War Zone. A gem carrier however cannot use the teleport orbs, they can only escape through the broken gate.
As long as the gate is vulnerable, any enemy may attack it, not only the realm that has captured the defenders fort(s) and castle. If the Gate is successfully destroyed by enemies, the route to their inner realm is now open for 30 minutes, and any enemy may go through the destroyed gate. After 30 minutes, the Gate will respawn, and access to and from the inner region of that realm is denied through the Gate. If an enemy is inside that realm when the gate is shut, they can only get out using the teleport orb of that realm that leads back outside, to the War Zone. A gem carrier however cannot use the teleport orbs, they can only escape through the broken gate.

Revision as of 07:29, 1 February 2011

Invasions is the name given to the process of a realm invading the inner region of an enemy realm, an area previously (before version 1.0) thought to be secure from enemies. The motive for doing so is to obtain rewards after a successful invasion.

The Concept

The concept of invasions is to make realms fight for rewards that will give them advantages in the game against their enemies. In order to do that, a realm has to obtain the 4 gems of the opposing realms, while keeping it's own gems secure. Each realm has 2 gems that are located behind their Great Wall. Obtaining all 6 gems allows access to rewards for the realm that succeeded in doing so.

The Process

The process can be divided in 3 phases: Capturing enemy defenses, capturing the gems and finally accessing the rewards.

Capturing enemy defenses

As the gems are behind enemy walls, in order to obtain them, a realm must gain access to the enemy territory behind their Great Wall. This means that their Gate has to be destroyed, as it is the only way to penetrate the Great Wall of an enemy realm. The Gate though is invulnerable to attacks, unless the "realm defenses" are captured. This means that in order to be able to attack an enemy gate, a realm must hold the castle and at least one fort of the enemy realm, for 30 minutes. Capturing a second fort will cut the time remaining in half. Similarly retaking one of two forts will cause the timer to double. While a realm is in danger, they can not spawn at their Realm Gate.

After this time elapses, the Gate of the realm that lost their defenses becomes vulnerable for 2 hours. If at the end of this time, they do not hold at least 1 fort, the Gate is vulnerable for another 2 hours, and so on. If they have captured at least 1 fort, their castle will automatically return in the control of the defending realm, and the Gate will no longer be vulnerable. If the defending realm captures their castle or all of the captured forts, they will be able to spawn at their own Realm Gate.

As long as the gate is vulnerable, any enemy may attack it, not only the realm that has captured the defenders fort(s) and castle. If the Gate is successfully destroyed by enemies, the route to their inner realm is now open for 30 minutes, and any enemy may go through the destroyed gate. After 30 minutes, the Gate will respawn, and access to and from the inner region of that realm is denied through the Gate. If an enemy is inside that realm when the gate is shut, they can only get out using the teleport orb of that realm that leads back outside, to the War Zone. A gem carrier however cannot use the teleport orbs, they can only escape through the broken gate.

The next step for the attacker after destroying the Gate is to capture the enemy gems.

Gem capture

One of the Ignean gems
One of the Ignean gems
Gem being carried
Gem being carried

The gems of each realm are located on pedestals inside their realm, and also possibly on the Gem Portal if this realm has managed to obtain other enemy gems (see below). In order to obtain them, the enemy must run to the pedestals (and possibly the enemy Gem Portal) and pick up the gem. Only 1 player may carry the gem at any given time, and that player becomes a Gem Carrier. Any enemy player may pick up the gem, not only the players from the enemy realm that successfully invaded. For example, if Syrtis invades Ignis, Alsius may sneak through the Gate and steal the Ignis gems before Syrtis. Gem Carriers have 10 times the amount of health that they have without the gem, but their weapon (and shield, in the case of knights) cannot be equipped since carrying the gem occupies both hands. This means that Gem Carriers may not cast spells or attack. They may, however, be the target of ally buffs, and of course attacks by enemies. A Gem Carrier also cannot use teleport orbs.

After the gem is picked up, it can only be placed at the Gem Portal of the realm that carries it. Getting killed or logging off with a Gem will cause the gem to drop on the ground. It can either be picked up by an enemy again, or if one of the players from the realm that owns this gems touches it, it is returned to it's pedestal. If the gem is left on the ground for too long, it will also automatically return to it's pedestal.

The goal is to place captured gems in the Gem Portal.

Accessing the Rewards

In order to access the rewards, the Gem Portal needs to be opened. The Gem Portal holds 6 slots for gems. All 6 gems must be placed on the Gem Portal in order for it to open, 2 from each enemy realm, and your own 2 gems. The 4 enemy gems must be placed on the Gem Portal before the gems of that realm can be picked up by allies from their pedestals.

After all 6 gems have been placed on the Gem Portal, the Portal opens and grants access to the final rewards.

The Rewards

Opening the Gem Portal grants access to a hidden cave in the map. Inside that cave, a golden dragon is there to grant one wish to the people who enter it. A list of choices is presented to the players inside, and each player votes for 1 option. The voting runs for 5 minutes, and once a player votes they may not change their vote. The option that got the most votes, is granted by the dragon.

The available options are:

  • There Can Be Only One

All those standing before me will fight to the death, and the winner will earn great power for a week.
This turns the cave into an arena: Everyone fights to the death, and the last player standing receives the Draconic Gem. This item may not be traded, and will stay in the player's inventory for a week. As long as it is there, it will grant the player with bonus in health, mana, attack speed, hit chance, spell focus and character size.

  • Your Realm Shall Be Richer

A gold bonus will be granted for a week.
A gold bonus of 15% is given to gold received as loot from killing monsters, and lasts for 1 week.

  • Your Realm Shall Be Wiser

An experience bonus will be granted for a week.
An experience boost of 15% is given to experience received from killing monsters, and lasts for 1 week.

  • Enemy Shall Be Poorer [Available for each of the enemy realms]

A gold penalty will be cast on the enemy for a week.
An gold penalty of 10% is applied to gold received as loot from killing monsters, and lasts for 1 week.

  • Enemy Shall Be Foolish [Available for each of the enemy realms]

An experience penalty will be cast on the enemy for a week.
An experience penalty of 10% is applied to experience received from killing monsters, and lasts for 1 week.

It is worth noting that a realm may not vote for the same wish two times in a row; The wish that was granted the previous time the portal was opened is not available for voting until another wish is granted, and so on.