Home > 1.5.x > WAR Anvil – Refining Warhammer Online ~ ORvR

WAR Anvil – Refining Warhammer Online ~ ORvR

v1.5.0b Patch Notes


  • Land of the Dead is now open at all times!
  • Tiers have had their renown brackets reshuffled and their rewards updated!
  • ORvR has gotten an overhaul to promote participation!
  • Forts have returned!

General Changes and Bug Fixes
– General

  • The Necropolis of Zandri is now open at all times and does not require locking. To accommodate a competitive nature in the zone, players may still kill the opposing realm’s Rally Master in their warcamp to prevent that realm from flying into the zone for 15 minutes. However, once the Rally Master respawns, he is immune to damage for 5 minutes to allow the opposing realm to zone in.
  • Hidden scrolls have been added in the RvR lakes for the classes which were released after launch – the Knight of the Blazing Sun, Black Guard, Choppa, and Slayer.
  • The Vanquisher’s Boon will now award Captains Emblems to players who are able to earn this currency.
  • Realm Captains may now initiate a vote among other Realm Captains to revoke Realm Captain privileges from a player who abuses their rights. Players who have had their Realm Captain privileges voted away will be prohibited from using /T4 chat for 8 hours. Consecutive bans will be reviewed by CSRs.
Realm versus Realm
-RvR Tiers
  • Tiers have been redefined.
    • Tier 1 Consists of Ranks 1-15 with the maximum Renown Rank of 19.
    • Tier 2 Consists of Ranks 16-30 with the maximum Renown Rank of 39.
    • Tier 3 Consists of Ranks 31 – 39 with the maximum Renown Rank of 69.
    • Tier 4 Consists of Rank 40 players, intended for Renown Rank 70+ players, though any rank can enter.
  • Due to the realignment of Tiers by Renown Ranks, the rewards for these tiers have been readjusted
    • Tier 1 NPCs drop Recruit Medallions for player Renown Rank 1-10; and Scout Medallions for Players Renown Rank 11-19
    • Tier 2 Keeps contain Soldier Medallions and Obliterator gear for players Renown Rank 20-29; and Officer Medallions and Annihilator gear for Players Renown Rank 30-39
    • Tier 3 Keeps contain Conqueror’s Crests and Conqueror gear for players  Renown Rank 40-49; and Invader Crests and Invader gear for players Renown Rank 50-60
    • Tier 4 Keeps contain Warlord Crests and Warlord Gear for all players.
-Open World Campaign

  • AFK sensitivity on siege weapons, aerial bombers, rams, and skaven has been increased to prevent players from abusing valuable realm resources.
  • Battlefield Objective resources are no longer carried by NPCS. Once a Battlefield Objective has generated its resources, a player may interact with the crate to pick it up and take the resources to their keep or warcamp.
    • Resources taken longer distances will generate more end-resources and yield a higher boon
    • Resources taken to Keeps affect a keep’s rank
    • Resources taken to Warcamps are used to purchase siege weapons
  • Taking a Battlefield Objective requires interacting with the flag for 10 seconds and holding the flag for 2 minutes.
  • Battlefield Objectives now remain locked for 5 minutes
  • Players can now tab-target off of Keep Doors
-ORvR Keep Sieges
  • Doors can once more be damaged by players at a 50% reduced damage rate; however, door hit points have been increased to accommodate this change.
  • Players no longer respawn within keep walls regardless of where they died in an RvR lake
    • Players killed within the area-of-influence of a friendly keep have the option of respawning within the keep walls, or respawning in their warcamp.
  • Keeps once again are defended by Keep Lords and guards, but at reduced respawn rates.
    • Once the Outer Door of a Keep has been destroyed, guards will no longer respawn on the grounds of the Outer and Inner Keep or on the Outer Walls
    • Once the Inner Door of a Keep has been destroyed, guards will no longer respawn within the keeps Inner Sanctum
  • Players can no longer deal/receive area-of-effect damage through keep doors
  • Pets may no longer path or attack through keep doors and walls
  • Capturing a keep requires killing the Lord of the keep
  • Once a keep has been captured its doors remain open until the zone has locked
  • Fixed an issue where players would be dismounted upon entering keeps through postern doors.
  • Fixed an issue where certain areas of keeps were not considered part of the objective, thus allowing players to take scenarios while technically inside keeps.
  • Keep ranking from resources has been modified.
    • At zero stars a keep will only be defended by guards within the Inner Keep and a Keep Lord
    • A one star keep will now add guards to grounds outside the Inner Keep, including the Inner Courtyard, the Outer Walls, and the Outer Grounds.
    • A two star keep will now increase the inner door’s hit points.
    • A three star keep will now upgrade all guards to Champion status.
    • A four star keep will now allow the deployment of a ram.
    • A five star keep will now make aerial bombers available.
-Siege Weapons
  • Cross-hair sensitivity for single target siege weapons has been reduced
  • Wind effects for area-of-effect siege weapons have been modified to include wind speed and direction and estimated area effected
  • Siege weapons pads of stationary siege weapons have been modified so the camera see’s beyond the walls crenelations.
  • Siege pads for stationary siege weapons have been moved closer to the edge of the wall so they can be targeted by range abilities and are no longer considered out-of-sight.
  • Area-of-effect siege weapons have been redesigned to be channeled attacks with cross-hairs. This will allow them to serve a better role as anti-air siege weapons.
  • Siege weapons are now re-deployable
  • Siege weapons and rams can no longer go on aerial units. Getting on a aerial unit will cause the player to lose their siege weapon buff.
  • Engineers and Magi can now repair siege weapons
  • The Ram’s user interface has been fixed so that when an operator is affected by crowd control abilities they are removed from the ram’s users.
  • Chat windows will no longer go to default settings while on the ram
  • Offensive siege weapons are now available for purchase at warcamps by players bringing in resources.
  • Siege weapons are now available at a ratio corresponding to the enemy population.
  • Fixed an issue where players could quickly re-fire a siege weapon when it was almost done reloading with the cross-hairs still completely centered. Crosshairs will now immediately reset to their furthest extent once a siege weapon has been fired.

-Aerial Bombers

  • Aerial bombers now have optional flight paths to choose from
    • Players now have the choice to patrol several locations with aerial bombers: their keep’s inner sanctum, their keep’s outer walls, the enemy keep’s outer walls, the enemy keep’s inner sanctum, or a particular pair of Battlefield objectives.
  • Aerial bombers now have a fatigue meter limiting the duration players may stay on the aerial bomber once it has reached its final destination.
  • Aerial bomber pathing engineering has been streamlined to create a smoother flight animation.
  • Forts are now available for assault once a pairing has been locked.
    • Players may no longer deal area-of-effect damage through the floors and walls of Forts.
    • Players may no longer pull the Fort Lord or guards with pets.
    • Fort Guards will respawn at a much slower rate.
    • A second ramp has been added to the third level of the forts.
    • Capturing a fort now requires holding three out of four capture points, one of which must be the Lord’s Room. The Lord’s Room cannot be captured by the assailants as long as the Fortress Lord is alive.
    • Players will now respawn within the grounds of the Fortress – defending players by their city gate, assaulting players by edge of the captured zone.
    • Population caps have been removed from forts; however, guard numbers will correlate to the number of assailants.
    • Siege weapons are now available at forts, proportional to the number of assailants/defenders.
    • Aerial bombers may take part in the fort battle and are available at the spawn locations of both sides in limited numbers.
    • Fortresses will now drop Worn Sovereign gear from their gold loot bags.
  • Controlling a Skaven is now a buff with a decay timer. After 15 minutes players lose control of their Skaven.
  • After a player has lost control of a Skaven, they cannot attempt to control another Skaven for 3 minutes.
  • The Packmaster’s healing abilities have been redefined and increased in potency, but only the Packmaster can heal other Skaven classes.
  • The Rat Ogre’s damage to a door has been increased.
  • The Gutter Runner’s ‘Gutter Run’ ability now has a duration timer and no longer is affected by a speed increase.
  • Gutter Runners can no longer enter Gutter Run while taking damage.
  • Gutter Runner’s Leap distance has been lowered and they will now take damage for every foot of descent that is lower than the the location they leaped from.
  • Fixed an issue where the effects of the Gutter Runner’s Snare Net would not end upon the end of the effects duration.
  • Warlock Engineer’s Death Globe ability has had its damage reduced and will now affect a maximum of 8 players before its effects are removed.
  • Fixed an issue where players would receive none of their abilities when choosing a Skaven class.
  • Fixed an issue where players who took scenarios while under the effects of the Gutter Runner’s spy ability would continue to be under the effects and see enemy positions in the scenario and after leaving.
  • Underdog has been modified to accommodate the changes brought about by the elimination of zone domination timers.
    • At a 0 rating of Underdog a realm requires holding both keeps and two out of four Battlefield Objectives. Pairings remain locked for 3 hours.
    • At a rating of +/- 1 Underdog there is no change to the requirements for locking a zone. Pairings remain locked for 2 hours
    • At a rating of – 2 Underdog a Realm requires holding both keeps and three out of four Battlefield Objectives to lock a zone and pairings remain locked for 1 hour and 30 minutes.
    • At a rating of +2 Underdog a Realm requires holding both keeps and one out of four Battlefield Objectives to lock a zone. Pairings remain locked for 3 hours and 30 minutes.
    • At a rating of -3 Underdog a Realm requires holding both keeps and four out of four Battlefield Objectives to lock a zone and pairings remain locked for 1 hour.
    • At a rating of +3 Underdog a Realm requires holding both keeps and zero out of four Battlefield Objectives to lock a zone and pairings remain locked for 4 hours.
-Zone Control
  • Zone control now requires holding Battlefield Objectives based on the Underdog rating
  • Zone control now requires a realm to capture the enemy realm’s banner and escort it back to their home keep and plant it in the inner courtyard.
    • Keep Lords of the enemy keep drop their Realm’s Banner
    • Banner’s may be retrieved by a realm and replanted within their keep walls to reclaim their lost keep.
  • Once a realm has the enemy’s realm banner within their keep’s inner walls and controls the appropriate number of Battlefield Objectives, the zone is locked in their favor.
  • The scenario list has been reshuffled.
  • Fixed an issue where players would be kicked from scenarios for being AFK and receive a Quitter debuff because the loading screen took too long. Loading time for scenarios should be reduced and AFK sensitivity for players still loading has been adjusted.
  • Fixed an issue where players who received a scenario pop while in flight and selected to enter were bugged and prevented from entering and queuing for scenarios. Players should now be able to requeue without re-logging if they miss a pop due to the timer timing down.
  • The amount of points generated by the objectives in Reikland Factory has been lowered
  • Fixed an issue where in Serpent’s Passage players who retrieved the salvage part after it had been dropped by another player could not turn it in.
  • Players who take scenarios while dead will be ported to the nearest warcamp upon leaving the scenario.
  • Fixed an issue where players who took scenarios in Land of the Dead would be bugged inside the scenario and unable to leave without re-logging.
  • Players will now receive AAO in scenarios that are unbalanced.
  • The damage dealt by siege weapons at the scenario spawn has been greatly increased to discourage warcamp farming.
  • The lamppost at the Fortress objective in Nordenwatch has been removed.
  • The crates and barrels at the Order spawn of Nordenwatch have been re-textured to prevent players from getting stuck in them.
  • The map for the Twisting Tower scenario will now display player locations in a side-view cut-out of the tower’s map to better show their location.
  • The hare’s have been removed from The Lost Temple of Isha.
  • Fixed an issue where healers could heal through walls in the Ironclad. Group heals now require line of site to work in the Ironclad.
  • A more gradual ramp has been added to the spawns of Doomfist Crater so players do not take fall damage while leaving the spawn.
  • The objectives in Thunder Valley have been redesigned and reduced in number to accommodate a better flow of battle. The new mechanic will start the battle at the hanger and shift the tide in a tug-of-war fashion akin to Battle for Praag.
  • Fixed an issue where players could not turn in the captured banner in Black Fire Basin
  • Players will no longer be flagged as inactive while using siege weapons in scenarios.
-Contested Cities
  • Contested cities have been divided into two renown brackets to better accommodate player needs.
    • A lower bracket for players renown rank 35-69 has been created. The first stage of this bracket will drop Conqueror rewards; the second stage will drop Invader rewards; the third stage will drop Warlord rewards.
    • The second bracket for the city will be available for players renown rank 70-100.
  • The amount of gold bags from the second and third stages of the city have been increased to 4 gold bags.
  • Fixed an issue where the warlords in stage 2 of the city would either reset their pathing or engage in combat with another friendly warlord. Warlords will now only engage in combat with enemy warlords.
  • Fixed an issue where players would receive a constant spam of an ‘immune’ message upon receiving the Champions buff in the third stage of the city.
  • Fixed an issue where players could deal PBAoE through the spawn barriers in the city.
  • Fixed an issue where players could be pulled through spawn barriers in the city.
  • Fixed the text at the end of the city’s contested state. The correct message should now be displayed for Altdorf showing no mercy for the forces of Destruction, and the Inevitable City showing no mercy for the forces of Order.
  • AAO will now apply to contested city scenarios.
  • Players who have left their instance will now be removed to a different portion of the scenario scoreboard.
  • Scenario scoreboards should now correctly refresh once the third stage of the city has been completed.
  • Players will now automatically opt back in for all bags after the completion of a stage.


  • Players will now receive reduced renown for out-of-party healing.
  • Players will now flag for RvR within 5 seconds of entering a RvR lake in Tier 4.
  • Warcamp guards in several zones have been modified to display a more even distribution of guards between the realms.
    • Destruction Warcamp guards in Reikland will no longer patrol past the bridge to allow Order players to traverse the east side of Wilhelm’s Fist.
    • Order Warcamp guards in Praag have been moved up the stairs above the warcamp.
    • Destruction Warcamp guards in Eataine will no longer patrol past the bridge.
  • Several adjustments have been made to prevent players from terrain glitching into Keeps and Da Dusty Dry, the Destruction Land of the Dead Warcamp.
  • The north-eastern postern of Kazad Dammaz  has been removed to prevent Destruction players from entering the keep before they flag for RvR
  • Fixed an issue where players would remain in combat even though they were no longer in combat.
Categories: 1.5.x Tags:
  1. June 23, 2011 at 10:23 AM

    No more flying rams?! NOOOOOOOOO! XD

  2. June 23, 2011 at 3:17 PM

    Come on eka, everyone knows that order guards are ridiculously stupid, not destro’s guards.

    “The hare’s have been removed from The Lost Temple of Isha.”


    And I must disagree with the tier design, stopping at rr 19 at rank 15? No ty.

    • June 23, 2011 at 3:45 PM

      That’s in T1, you can exceed the RR in T2.

  3. June 23, 2011 at 3:18 PM

    Oh, but all the other things I can live with, as well as the good changes 😛

  4. Tsukasu
    June 24, 2011 at 9:17 AM

    Tru pointed out my only issue with these notes (the bunnies), my single favorite change is:

    •The lamppost at the Fortress objective in Nordenwatch has been removed.

    • June 24, 2011 at 10:06 AM

      That lamppost may have more kill-blows than any single player in the history of Nordenwatch

      • chris
        June 25, 2011 at 6:39 AM

        lolz very true.

  5. Soczowski
    June 28, 2011 at 7:20 PM

    How does the tier system work with regards to rr? If I’m lvl 40 with rr under 70 where do I go? I’m not allowed in t3 or t4.

    • June 28, 2011 at 7:40 PM

      Sorry the T4 bracket is misleading. Its meant for 70-100s but any RR can be in it.

  6. Ever
    July 23, 2011 at 10:52 PM

    Add in the 4 missing cities which were originally promised to release shortly after the game was launched. I am guessing they’re almost complete. This would be a large project to make them capable of a siege, but one the community would be VERY responsive to.

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