As far as defending goes, a few people usually guard your flag room, so don't worry about that. Some general pointers for melee attackers: 1 Teamwork. As I stated before, a small group of powerful melee warriors can literally destroy everything and everyone. Add each other; put your public chat on 'friends' and shout the names of the one you're attacking, so all of you can team on the same person. Don't forget them, especially super defense.
So try to take a super defense potion so you have around 90 defense and the enemy will waste a lot of time before and if they manage to kill you. With a SSP and Ultimate Strength prayer you can hit really high, allowing you to take barricades and doors down with no more than two hits. Not to mention all those defenseless archers, who are just begging to get killed! For example, there are various barricades and such outside the castle walls - just run around them to shake off your attackers.
And, when you're in the castle go up the stairs once and go back down immediately afterwards. When you have potted your stats will reset if you get killed, so instead of dying, run back to the starting room to collect bandages.
Using brute force doesn't involve much tactic, although everyone in the team should take one useful item with them. One of you should have a rope so you can all get on the castle walls, while someone else can use a tinderbox to destroy the catapult.
Tear down their defense by teaming on their rangers and mages, and then scout their castle for the flag carrier. Never leave the castle if you're not going to make it safely with the flag. If you're near death with no bandages, don't take the chance in dropping the flag in enemy hands. When you have captured the flag, Take the far ladder, not the stairs, on the spawn room floor, and run underground.
You can set a barricade a number of ways down there to lose your pursuers, in addition to being able to use the cave walls to further separate yourself from pursuers. If players are following closely, but not attacking, collapsing the cave walls on the far side may eliminate the close following pursuers and distance yourself from other pursuing players.
If you get in trouble and are out of barricades and the cave walls won't work because attackers are right next to you, you can go to ground floor and run back to your base. Remember: Zamorak North, Sara South. The only reward given, are Castle war tickets, which can be exchanged for "decorative armours", hoods and capes at Lanthus, in the lobby of the castle wars mini-game. The armour, and tickets are un-tradable. The tickets are distributed as follows:.
Lanthus' store contains the following items: Note: Red and blue decorative armour has the same stats as steel armour. White and teal decorative armour has the same stats as Mithril armour. Gold and black decorative armour has the same stats as adamant armour. Stuck on something? Want some more tips? Ask on our forums. Table of Contents 1. The Castle Wars arena, is located to the west of Yanille : 2. The lobby is where everyone appears when a war has concluded. In the lobby, there is a bank chest, and Lanthus, who can trade decorative armour for your tickets.
The lobby also shows the scoreboard, which can tell you just how good some teams are Picture. When the 20 minute war is about to finish, and a mage or ranger is attacking you from a far away distance, the blast or arrow will hit you in the lobby if its cast before the game concludes, but will cause no damage, this is particularly annoying if it is an ice spell.
Here you wait for the game to begin Picture. When you enter the portal, if you are wearing God armour, symbols, or prayer books that show alignment with a god whose portal you are in, you will be transformed into an animal. Zamorak transforms you into a sheep Picture or imp, whilst Saradomin transforms you into a Sheep or Bunny Picture.
Everyone on your team will appear as dark blue dots on the mini-map, whilst your enemies are regular white dots. There is one castle per team, each being almost the exact same in structure. There are five floors in the castle. Basement - Contains the tunnels which you can use to infiltrate your opponents castle. Ground Floor - Contains the storeroom Picture and entrance to the castle. The storeroom contains barricades, toolkits, bronze pickaxes.
A toolkit can fix a broken catapult, and a catapult that is on fire can be put out with a bucket of water. The catapult may be difficult to use as players normally keep moving, though it can be a valuable assist in battles at the feet of the wall. Lower level players often use the catapult as it allows them to deal damage anywhere from 1 to over damage if striking a group of enemies with less risk to themselves.
Players who have finished the Catapult Construction quest will deal higher damage than normal when using the catapult. Players can deploy flares on the battlefield to mark where they want the catapult to be fired. The flares will appear on the catapult interface, allowing players using the catapult to know where they should aim to land a hit.
Note that there will be a delay between the catapult user clicking on the coordinates and the rock travelling there. Therefore, the best time to utilise flares is when you are fighting stationary. These are located in the north-east and south-west points of the river. Players can jump from stepping stone to stepping stone to cross the river in the middle of the arena.
The stepping stones have many uses, one main use is to escape the enemy team while capturing the standard. It is faster to run through the middle island, but there are usually fewer enemies around the stepping stones compared to the middle.
The stepping stones also take time to cross, putting a melee user or flag-holder at the mercy of rangers and mages. If the standard is dropped while standing on stepping stones, it will appear on the closest shore. Players under the effects of a stun or bind cannot cross the stepping stones until it wears off. The collapsible rocks are located in the caves below the arena.
Using a pickaxe or an explosive potion, players may collapse the walls and fill the cave passageway with rocks, so that players may not pass. To get past the collapsed rocks, players must use either 2 explosive potions or a pickaxe or both.
If rocks are collapsed on top of a player, he or she will die immediately. This can be effectively utilised by players who are running through the tunnels with the standard, as it will block the pursuing players and potentially kill them under the rocks. This can be used in conjunction with barricades for an easier escape.
In the caves, the most popular cave tunnel is whichever one has the least resistance. For example, if several players are waiting to ambush in one tunnel, a player from the opposite team will use the other tunnel which has fewer or no players in it.
If a player wielding a standard is killed by the collapsing rocks, the standard will appear next to the rocks on the side that they died on. The collapsed rocks can be used defensively, as mages and rangers can attack from the other side of the rocks. This is highly effective on players who only use melee, as they will have to destroy the rocks to get through and will risk being crushed under them. Players may bring their own stronger pickaxes into the game, such as a rune or dragon pickaxe.
With a high mining level, it can collapse walls at about the same speed as an explosive potion. It has two towers on it with stairs leading to the top which mages and rangers can use to snipe enemy players from above. There are also two buildings adjacent to the towers which can be entered and used for cover. The island has two ladders leading down to the middle of the underground caves. It allows either team to reinforce their comrades down or up in the middle, preventing the other team from completely dominating it.
This area usually the site of a brutal slug-fest between both teams during the beginning of the match. Players will frequently run into each other and attack with no discretion at all. Controlling the middle gives the team an advantage over the other, but in a typical match, the middle area is contested by both sides with no gain to either side. If the island is controlled, attackers from the driven-back team still make their run for the enemy flag while the other team is given a clear route to the enemy castle.
If this happens, much of the fighting will move to the castle, allowing someone to more easily steal the flag. The island is also frequently bombarded by catapult attacks from both sides, as there are usually a lot of people going to and from the island to get the opposing team's flag.
Because of these factors, combined with the fact that ballistae can be set up in front of the bridges that lead to the island, many players die here. In the 27 May update, ballista platforms were added throughout the map, mainly by the bases, stepping stones, and by the bridges going to the central island. There are eight in total. Individual players can purchase the four parts and ammunition for the ballista from the Castle Wars rewards store, and all of the parts are required to set it up.
Depending on which of the eight platforms you choose to setup your ballista on, there will be three or four directions in which it can be aimed, by rotating it it cannot be aimed towards a castle wall.
You are able to take up to pieces of ballista ammo into a match to load the ballista with; a loaded ballista will automatically fire upon the first enemy to cross in front of where it's aiming, using up one piece of ammo, and will continue at targets in this way until it runs out of ammo.
As with catapults, enemy ballistae can be attacked and destroyed, so defend them well. Ballistae are incredibly weak to explosive potions only about 3 are needed to destroy one , however, if protected and well maintained, they can be a powerful tool in your defensive arsenal. One possible ballista strategy is to set up barricades to make a path to ballistae usually the ones that are set up by the middle island to rack up damage.
This is an effective way to do damage, but is not commonly seen as it usually requires 6 to 8 barricades to be effective, and also leaves the ballista prone to attack.
To join a team, either enter the red portal for Zamorak , God of Chaos or the blue portal for Saradomin , God of Order.
There is a possibility that the team you are trying to enter has too many people, so to keep the teams balanced you may not join it at that time. However, if you enter the green for Guthix , God of Balance portal, you join the team with the fewest number of players. When you enter the portal, a Saradomin cloak or Zamorak cloak will be equipped automatically, with the type of the cape depending on your team, either red for Zamorak or blue for Saradomin.
This cloak cannot be removed in game, as it serves as an indication of which team you're on. Once you join a team, you have to wait in an underground cavern until the next game starts. The time remaining until the next game begins is displayed near the top of the screen in white text. The time to wait is always 5 minutes longer than the current game lasts, so if a game has 12 minutes left, the time to wait in the waiting area is 17 minutes.
When a game has just finished, the next game will start in 2 minutes. If you need to leave, you can do so through the portal of the god's colour located inside the waiting area. If another player leaves an ongoing game, a window will appear asking if you wish to enter the game. The first player to answer yes will join the ongoing game. If you wear an item associated with a particular god in the opposite god's room you will be turned into either a sheep if entering Guthix , hare if entering Saradomin or imp if entering Zamorak for the duration of your stay in the waiting room, and you will be transformed back to your regular form when the game starts or if you leave via the exit portal.
While in your respective form, the only action you can do is walk around, talk or use the portal. There are a number of special items that players can pick up while playing Castle Wars. These items are free and respawn immediately; however, they disappear once the game you are playing is over.
The only item that can be kept upon exiting the game is the tinderbox. These can be picked up on one of the tables on the ground floor of the castles.
Castle Wars is one of the most popular minigames in RuneScape. On July 20 , it was made Free-to-play , and can be accessed via a portal in the Clan Wars portal area. Castle Wars is found in the south-west corner of Kandarin and may be accessed via a number of ways:. The aim of the game is to take the enemy's standard flag from their castle and return it to the standard in your own castle, gaining one point each time.
You must prevent the opposing team from taking your flag by blocking them from your castle place barricades , lock doors or collapse tunnels underground , or by killing them. Slain players will respawn in the starting area within the game, so both sides are constantly fighting with a near if not totally equal numbered team.
This is a safe game, so if you die, you will not lose items. Each game lasts for 20 minutes, and the team with the most points at the end of the game is declared the winner. You will gain three Castle wars tickets if your team wins, two tickets if the game ends in a draw, and one ticket if your team loses. You will not gain more tickets if you kill another player or score a point.
Castle Wars tickets are redeemable for a number of decorative armours and other rewards. For having more success in Castle Wars, it is better to have a higher Combat level , but lower level players can focus on the defensive measures mentioned below.
The only items allowed inside the Castle Wars area are potions , runes , and Combat -related items such as armour —with the exception of helmets , hats, scarves and capes. Food cannot be brought in, but bandages can be obtained within the arena, which are used to heal players in the same way as food.
Alchemy spells cannot be used during the game. Lunar spells such as Heal Other and Cure Me can not be used during the game. The Dwarf multicannon cannot be brought into Castle Wars.
Originally, players were allowed to bring their pet cats into the arena, but after many players complained, Jagex removed this ability. Since this is a safe mini-game , players do not have to worry about dying because they will not lose their items.
Unlike the Duel Arena , arrows will not be returned after each match. It is the player's responsibility to pick up any projectiles fired if they choose to do so. However, if Ava's device is used on Lanthus before a player enters the game, he will collect ammunition for the player. Saradomin will turn a player into a rabbit if they are wearing a Zamorak or Guthix symbol or armour when entering his portal; Guthix will turn them into a sheep if they are wearing a Saradomin or Zamorak symbol or armour upon entering its portal; and Zamorak will turn them into an imp if they are wearing a Saradomin or Guthix symbol or armour when entering his portal.
Players transformed into a rabbit, sheep or imp cannot perform any tasks. They also cannot view menu screens other than private and public chat , music and settings. However, when the waiting period elapses and the game starts, the player will be turned back to normal. The large square formation covering most of the map is the actual arena.
Inside the arena there are two smaller castles, one for each team. There are four levels to a castle. The ground floor has two outer walls facing into the arena, one with a large door that can be attacked and broken down or barricaded by the defending team and another with a smaller door that can be pick-locked or locked by the defending team. The battlements on the ground floor are accessible via a staircase near the small door, and there is a catapult on top of the outer wall.
Within the walls, there is a staircase leading to the battlements, a staircase leading to the second level, a ladder leading to the second level, and a ladder leading to the underground passages.
There are tables where climbing ropes , rocks , barricades , pickaxes , toolboxes , and explosive potions are attainable.
There is a tap, two bucket respawns , and a tinderbox respawn. When players die, they are returned to a respawn room in the appropriate castle.
The second floor contains a passage bent at a right angle, enveloping that team's spawn room, which is only accessible to the castle's team. There is a staircase leading to the next level. Inside the spawn room, there is a bandage table, a tinderbox respawn, a ladder leading to the next level, and a portal to leave the current game. If any player does so, players on the same team in the waiting room will be asked if they wish to join the current game.
The first to accept takes the previous player's space. The third floor has a small inside wall enveloping a trapdoor that leads down to that castle's spawn room.
The trapdoor is only usable by that castle's team. There is a one-square-wide passage around this wall. A staircase leading to the highest level is located against one of the walls.
The highest floor contains only a standard stand, which may or may not hold that castle's team's standard, depending on whether the enemy team has taken the standard or not. The underground passage level can be accessed by two ladders in the middle of the arena or by a ladder from either team's castle. Either castle's ladder is located at opposite ends of the underground area, each with two passages towards the central cavern. At the mouth facing the centre area of each passage, there is a deposit of rocks which may be removed or replaced with explosive potions or pickaxes.
The central area is a small castle that has two ladders leading up to the centre of the arena's ground level. This area can be used for ranging and maging. One catapult is located in each teams castle. Players may use the catapult if they have ammo, which they can obtain from tables on the first floor. After players have ammo, they can operate the catapult by clicking on it. A display will open up and players must then choose the X and Y coordinates of where they wish to fire; however, often, the shot will not go exactly where you aim.
The highest X and Y coordinates are 30, All players near the area of impact, regardless of which team they are on, will take damage. Catapults can be destroyed by the enemy team using a tinderbox or an explosive potion. A toolkit can fix a broken catapult. A catapult that is on fire may be put out with a bucket of water. A good tactic with the catapult is to simply continue firing the catapult at coordinates 0,0. Be careful when using the catapult, because it is possible to harm and even kill your own team-mates with it, so be on the look out for renegade flying rocks!
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