Realm vs Realm

Who can participate in Realm vs Realm?

Is it safe to venture into the frontier?

What does it require to capture a keep?

What good are Realm Points?

Can I lose anything by being killed by another player?

Siege Weapons

Keep Doors

Wood Relative value chart:

Rowan 1
Elm 4
Oak 8
Ironwood 16
Heartwood 32
Runewood 48
Stonewood 60
Ebonwood 80

Door Repair Chart:

Level Wood Skill
1 3 100
2 16 150
3 44 200
4 172 250
5 ? 300
6 ? 350
7 ? 400
8 ? 450

Wood required per repair is in terms of number of bundles of Rowan wood needed and is not a hard number, just an estimate. Skill is woodworking skill.

 

More realm vs realm details:

- Siege weapons can now be repaired using the "/repair" command.

- Magical effects such as stun and mesmerize now "remember" if they have been cast on a player, and if cast again, the spell will last for a shorter duration than the first instance of the spell. This will effect combat vs. monsters as well.

- As of 12/22/2001 - Guilds still get no credit for capturing a keep. Mythic is still working on a fair way to give credit appropriately.

- Guild Realm points are earned as the players earn them. A player with a lot of realm points will not take them to a new guild if they switch to a different guild (they will retain their individual credit for realm points however).

Supply Keep "re-spawning" - You need to prove you can hold the fort. Right after you “win,” you are extremely vulnerable. Only the keep lord instantly respawns, along with the doors and the flags. The next NPC you’ll see will be an archer, and then guards. The supply merchant and the roaming guards of your realm are the last to spawn. For a supply keep to be fully respawned takes a bit less than an hour. Note that regular keeps have the merchants popping right away.