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Map Key:

A, B, C, D, E, F, G - Frontier Keep. These keeps control a strategic point and serve as a focus point for Realm vs. Realm Conflict.

a, b, c, d, e, f, g - Tower. These tower locations control chokepoints, passes, and approaches to the Frontier Keeps.

1 - Coastal Island keep. The bridges to the keep provide quick access in and out. The area immediately on each side of the bridges is impassable. The rest of the coastline around that keep is flat beach to allow for clear visibility when assaulting the island. This keep is of strategic importance since it must be held in order to maintain a supply line to keeps in other frontiers.

2 - Northern Coast. The beach head immediately in front of the keep is flat, allowing for a safe landing with good visibility (although you will be landing into guard aggro). The area away from the keep has the hill with the lip that prevents visibility until you're all the way up top. The coasts will also be dotted with some points that are entirely not climbable.

3 - West Coast area. The beach head immediately in front of each keep is flat, allowing for a safe landing with good visibility (although you will be landing into guard aggro). The area away from the keeps has the hill with the lip that prevents visibility until you're all the way up top.

4 - Umboto Gorge. This area allows easy access to keep "D," and excellent defensive and observation points to protect against enemy movement towards the relic keep. Rope bridges can be used to cross between plateaus.

5 - Forest of Chaos. This patch of woods has been overrun with lots of thickly settled and angry creatures. This serves as a disincentive for armies moving through the area. (The idea is that a single person, and perhaps even a careful group, can slowly snake their way through the woods to the other side, but any significant force would avoid this area like the plague as they'd be bogged down indefinitely fighting all the mobs that aggroed on them.)

6 - Granite Hills. These are a series of rocky hills that capture the more interesting aspects of the traditional Albion frontier. The intention is to allow for ease of traveling (with limited obstructions) but to limit line of sight with the steepness of the hills, creating opportunities for ambushes and sudden/high speed meetings between forces.

7 - River Walls. Most of the river is surrounded by steep non-climbable banks, forcing anyone traveling down there to commit to that course of movement for a specific time. At various intervals there will be areas where players can climb up and get onto the main land area.

8 - Abandoned Monastery. This area is made up of four large buildings from a long forgotten monastery. Each building has a large barn door like entrance that opens into a wide common area with only some sporadic boxes for cover. Stairways lead up to a second story scaffold/walkway that circles the inside of each building. This provides an excellent area for small groups to set up a defense against larger pursuing armies.

9 - Center Island Keep. This keep has three bridges leading to it, providing fast access. Immediately on each side of the bridges is impassable. The rest of the coastline north of the two bridges (the direction the keep faces) is flat beach to allow for clear visibility when assaulting the island. The rest of the island has the hill with the lip that prevents visibility until you're all the way up top.

10- Misty Marsh. This area is a marshy, swampy, and slushy area that slows movement. This is to act as a disincentive to movement through the area.

11 - Saint's Hill. This is a nice hill that provides an excellent view of river junction and the monastery. This is a spot players will likely use as rally points for attacks or defenses.

12 - Relic Rapids. These areas are blocked by an unbreakable portcullis (that extends all the way to the bottom of the river) which prevents all traffic through the relic gates.

13 - Border Keeps. Players will zone into these keeps from their homeland zone. Once here, players will never have to zone again unless they wish to leave the Frontiers, or wish to enter the RvR dungeon. Players who die in the frontiers will release to the Border keep, regardless of where they are bound. Once in the border keep, players can either run out and back into battle, teleport to an available keep, or zone back into their homeland.

14 - Merchant Town. This area located in the relative safety behind the relic gate walls is the Albion frontier town. The demand for supplies and services for those fighting in Frontiers has allowed the town to prosper greatly and become a full service town that provides just about anything your heart could desire. Trainers, merchants, crafting tables; you name it, it's here. However, the merchants in this town must be protected, and if the town is ransacked by enemy forces, it may take a while before the townspeople work up the nerve to return to their duties.

Legend Definitions

Relic Gates. These gates protect the relic keeps. Much like the existing mile gates, these will have a single door that serves as a bottleneck. The area between and on each side of the gates is an impassable wall forcing people to move through the gates. Currently during relic raids, there are generally two battles. One battle that happens at the keep itself, and then a second battle that happens at the mile gates as all three realms battle in a last ditch attempt to stop the relic from escaping. This design forces those two battles to happen closer together and lets defenders who are not able to get inside the keep to defend, set up a defense at the gates.

Keeps and Guard Towers. Each keep has four primary guard towers. In addition to adding NPC guards to help the defender/attacker, and serving as an early warning system of upcoming attacks, the guard towers are placed at strategic points to attack or defend their associated keep. A smart keep siege leader will do well to instruct her troops to take out one or more guard towers before attacking a keep. Of course, a smart defense leader may have some of her troops counterattack to reclaim the towers.

Mile gates. There are two mile gates guarding each of the relic keeps.

Relic Keeps. These keeps house the relics of the realm.
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