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Realm vs. Realm (RvR) is the core endgame content of Dark Age of Camelot and is what sets it apart from other MMORPGs. Unlike standard Player vs. Player (PvP) combat, where individuals or small teams fight each other, RvR is a large-scale war between three realms:
Midgard – A land of fierce warriors, Norse mythology, and unrelenting strength.
Hibernia – A mystical realm deeply connected to nature and Celtic traditions.
Albion – A kingdom of chivalry and honor, inspired by Arthurian legends.
RvR takes place in the Frontiers, vast open-world battlegrounds where players from each realm fight for control of keeps, towers, and relics. The goal is to dominate the battlefield by capturing and defending strategic objectives, gaining Realm Points (RPs), and increasing your Realm Rank (RR) to unlock powerful abilities.
Engaging in RvR offers many rewards and advantages, including:
Realm Points (RPs) – Used to unlock powerful Realm Abilities (RAs).
Titles & Achievements – Earn recognition for your victories.
Stronger Realms – Holding relics and key keeps provides realm-wide bonuses.
Dynamic, Player-Driven Battles – No two fights are ever the same!
Whether you prefer massive keep sieges, small-scale skirmishes, or stealth assassinations, RvR has a playstyle for everyone.
The Frontiers are the heart of Realm vs. Realm (RvR) combat in Dark Age of Camelot. This vast, contested region is where battles are fought, keeps are besieged, and realms clash for dominance. Before stepping into RvR, it's essential to understand how the Frontiers are structured and what your objectives should be.
Each realm—Midgard, Hibernia, and Albion—has its own frontier zone, accessible from their realm's portal keep. The three frontiers connect at the central battleground of Ellan Vannin (EV), a no-man’s land where all three factions can clash freely.
Midgard’s Frontier – A harsh, icy landscape with keeps built for defense.
Hibernia’s Frontier – A mystical land with rolling hills and dense forests.
Albion’s Frontier – A medieval battleground with castles and strongholds.
Keeps are large fortresses controlled by a realm and serve as key defensive positions. Realms must defend their keeps from enemy attacks while also seeking to capture enemy keeps.
Why keeps matter:
Holding keeps allows safe respawn points and grants strategic advantages.
Capturing enemy keeps weakens their defenses and opens new attack routes.
Some keeps are required to be taken before relics can be captured.
Towers are smaller defensive outposts surrounding keeps. They play an essential role in RvR by:
Acting as staging points for keep sieges.
Providing defense bonuses to the keep they are attached to.
Offering teleportation points when controlled by your realm.
Taking enemy towers weakens their keep's defenses, making it easier to launch an assault.
Relics are powerful artifacts stored in relic keeps, providing significant bonuses to the entire realm when held.
Each realm has two relics that can be stolen by enemy players.
Carrying a relic requires coordination as it must be physically transported back to your realm.
Realms that lose all relics cannot have the Frontline active in their frontier.
This is where you will start your RvR journey. It acts as a safe zone where players can:
Purchase siege equipment supplies.
Buff up and prepare before heading into battle.
Organize groups and plan attacks.
The Frontlines system ensures that RvR remains dynamic. Depending on which realm is dominating, battle locations shift, and new objectives emerge. Keeping up with the state of the war is crucial for planning your next move.
In Realm vs. Realm (RvR), every battle, siege, and skirmish serves a greater purpose. While individual fights can be thrilling, understanding the larger objectives will help you make a real impact in the war.
Keeps and towers are the backbone of your realm’s defense and offense. Holding them provides strategic advantages, while losing them weakens your control over the Frontiers.
Protecting keeps and towers prevents enemies from gaining ground.
Losing keeps limits teleportation options.
Keep control impacts relic security and access to key battlefield areas.
Weakening enemy defenses opens paths to deeper invasion.
Keep captures grant realm bonuses and increase your control over the map.
Sieging towers first makes capturing the attached keep easier.
Relics provide powerful realm-wide bonuses, making them one of the most important objectives in RvR.
Each realm starts with two relics. Losing a relic weakens your realm, while capturing an enemy relic boosts your strength.
Relic keeps are the most fortified locations in RvR, requiring large-scale coordinated assaults.
Once an enemy relic is captured, it must be physically transported back to your realm’s relic keep. If the carrier dies, the relic drops and can be recovered.
Warning: Stealing relics requires planning, stealth, and overwhelming force. A failed relic raid can leave your forces exposed to counterattacks!
RvR battles can range from small skirmishes to massive realm-wide conflicts involving hundreds of players. Understanding how combat flows, the different types of engagements, and what strategies to use will help you survive and thrive on the battlefield.
These fights typically occur away from major objectives, such as in open fields or along supply routes.
Success depends on quick reactions, teamwork, and understanding your class's strengths and weaknesses.
Some groups specialize in roaming and picking off stragglers or small enemy parties.
Pro Tip: If you're outnumbered, try using terrain to your advantage—hiding behind trees, walls, or elevation changes can help break line of sight and avoid ranged attacks.
A “zerg” is a large force of players moving together to overwhelm enemies through sheer numbers.
Zergs are usually led by experienced commanders, known as BG (Battle Group) leaders, who issue orders for movement, target priority, and engagement tactics.
These fights often happen around keeps, towers, relic raids, or contested zones where large groups clash for control.
Pro Tip: Stick with your group! Running off alone in a zerg fight is a quick way to get eliminated. Follow BG leader calls and assist your allies in focus-fire engagements.
Sieging is a battle of attrition, where attackers try to break through fortifications while defenders work to repel them.
Siege weapons like rams, catapults, and boiling oil play a major role in these battles.
Defenders have the advantage of high ground and bottlenecks, making it hard for attackers to break through.
Pro Tip: If defending, take advantage of boiling oil and ranged attacks from walls to weaken attackers before they breach the gates. If attacking, coordinate siege weapon placement to maximize damage and break through quickly. Check out the Siege Warfare section for more info.
Positioning is everything in RvR. Whether you’re part of a small group or a massive zerg, knowing where to stand and when to move can determine the outcome of a battle.
Tanks should engage first, absorbing damage and disrupting enemy lines.
Melee DPS follows tanks, looking for openings to strike vulnerable targets.
Flanking is key—hitting enemies from the side or behind can break their formation.
Support players should stay just behind the frontline, healing and buffing teammates.
Positioning is critical—too far forward, and you’ll get focused; too far back, and you won’t be able to reach your team.
Crowd control (CC) abilities like stuns, roots, and mezzes should be used to disrupt enemy formations.
Ranged DPS should position far behind the melee lines, using high ground when possible.
Casters should avoid standing still for too long—keep moving to avoid becoming easy targets.
Focus priority targets like enemy healers and soft targets first.
Pro Tip: Good positioning is the difference between life and death. Always be aware of your surroundings, and don’t overextend!
A well-coordinated team doesn’t just attack randomly—they focus on high-value targets to break the enemy's strength quickly.
Healers & Support Classes – Without healers, the enemy will crumble quickly.
Casters & Ranged DPS – These classes deal heavy damage but are often squishy and easy to take down.
Melee DPS & Tanks – They are harder to kill but can be controlled with crowd control abilities.
Disruptors (Crowd Control-heavy classes) – Locking down enemy CC classes early can prevent your team from being mezzed or stunned.
Pro Tip: If your team focuses fire on the wrong targets, you might waste time and get wiped. Always follow the main assist (MA) and attack the called targets.
Crowd control (CC) abilities—such as stuns, mezzes, roots, and snares—can completely turn the tide of battle. A well-timed mezz can stop an entire enemy group, while a clutch stun can secure a kill.
Mezz (Mesmerize): Puts enemies to sleep until they take damage. Great for setting up fights or delaying enemies.
Stun: Prevents all movement and actions for a few seconds. Can be devastating in the right moment.
Root/Snare: Slows or completely stops movement, useful for controlling melee threats.
Near-Sight: Reduces the range of casters, forcing them into vulnerable positions.
Pro Tip: Don’t break mezzes! If your group mezzes the enemy, wait for a coordinated assist call before attacking. Breaking CC too early wastes the opportunity to take control of the fight.
RvR isn’t just about individual skill—it’s about teamwork. A well-coordinated group can take down larger, unorganized forces through proper communication, synergy, and execution. Whether you’re running in an 8-man group, a battlegroup, or a small roaming squad, understanding group dynamics is essential for success.
Every class in Dark Age of Camelot has a role to play in RvR. A balanced group will have a mix of the following:
Absorb damage and create space for the group.
Use Guard and Intercept to protect squishier allies.
Disrupt enemy backlines by stunning or body-blocking key targets.
Deal heavy damage up close.
Look for opportunities to flank and pick off high-priority targets.
Follow assist calls to focus damage on a single enemy at a time.
Deal sustained damage from a distance.
Stay behind the frontlines and target enemy healers/casters.
Use Near-Sight, CC, Roots/Snares to control enemy movement.
Keep the group alive through heals and buffs.
Provide Crowd Control (CC) support with stuns, mezzes, and roots.
Prioritize healing your main tank and DPS to keep pressure on the enemy.
Bring a mix of CC, buffs, and utility abilities to the fight.
Often serve as secondary healers or crowd controllers.
Adapt to the battle’s needs, whether that’s peeling for healers or locking down enemy casters.
Pro Tip: A balanced group with clear roles is much stronger than a group full of only DPS or tanks. Make sure your group has CC, healing, and damage before heading into battle.
Good communication separates strong RvR groups from weak ones. Whether you’re using voice chat (Discord) or in-game chat, staying on the same page is crucial.
Keep callouts short and clear (e.g., “Assist on the Sorc!”, “Heals needed on Heloz!”, “Push left side!”).
Designate one or two shot-callers to lead decisions in fights.
Avoid unnecessary chatter—focus on important information.
Your group should always focus fire to kill enemies quickly.
The Main Assist (MA) is the designated player who calls and marks targets.
Use the /assist [name] command to automatically target the enemy your MA is attacking.
Or create a macro to put on your hotbar!
Assist Specific Person Macro: /macro [macro name] /assist [name]
Assist Target Macro: /macro [macro name] /assist %t
Create an Assist Macro... Macro: /macro [macro name] /macro [macro name] /assist %t
Pro Tip: Train yourself to assist quickly. The faster your group lands coordinated hits, the sooner the enemy will drop.
Moving as a unit is key—stragglers get picked off easily.
Stay near your healers and don’t overextend into enemy lines.
If your group is being targeted, move towards friendly reinforcements or defensible terrain.
If an enemy melee DPS jumps on your healers, peel them off with CC abilities (stuns, snares, roots).
Tanks should Guard and Intercept to reduce incoming damage.
Healers should position near terrain or allies for protection.
Not every fight is winnable—knowing when to retreat is just as important as knowing when to fight.
If things go south, fall back towards a safe keep, tower, or friendly group.
Use speed buffs, snares, and terrain to slow down pursuers.
When fighting in massive battles, communication and organization become even more important.
The BG leader will call out targets, movement, and objectives.
It’s essential to follow orders and move as a single force.
Large groups rotate between offense and defense based on the enemy’s actions.
The larger the battle, the more AOE crowd control comes into play.
Casters and Healers should stay near friendly tanks for protection.
Tanks should focus on interrupting enemy casters and holding choke points.
Pro Tip: If you’re new to RvR, join a Battle Group (BG) and listen to leadership—this is the best way to learn large-scale coordination.
Dying isn’t the end—getting back up quickly can keep your group in the fight.
If a healer rezzes you in battle, wait until it’s safe to get back up.
If you revive and get hit immediately, you may die again before getting healed.
After resurrecting, use a power or endurance potion to regain your abilities quickly.
Healers should prioritize resurrecting other healers first, then CC classes, then DPS.
If your group is in a losing fight, sometimes it’s better to retreat and regroup rather than die repeatedly.
Pro Tip: A well-timed resurrection can turn the tide of battle—be aware of when to accept a rez and when to wait.
Relics work a bit different on Eden. Relics are powerful artifacts stored in each realm's relic temple. Each realm has one Strength and one Power relic by default. If a relic is stolen, it can be placed in an enemy realm’s keep to stack additional bonuses.
Each realm has two Relic Temples, heavily fortified and separate from standard keeps. Unlike regular keeps, relic temples start with stronger guards and are much harder to capture.
Once stolen, relics are placed in any of the realm’s six major keeps, determined by the defending players.
Pro Tip: The best strategy is to place relics in keeps that are hardest for enemies to reach, preferably those deep in your realm’s territory.
Stealing a relic is a high-risk, high-reward endeavor that requires strong leadership and coordination.
Relic Temples have tougher guards than normal keeps.
Speed is key—the longer you take, the more time the enemy has to rally a defense.
The Relic Guardian is a powerful NPC that must be killed before you can grab the relic.
Temple defenders will do everything they can to stop you—bring enough reinforcements to hold the temple after the breach.
Only unmounted players can carry a relic, making the carrier vulnerable.
The carrier is slowed, unaffected by speed, and cannot stealth, making them an easy target for ambushes.
Escort teams must protect the carrier at all costs—crowd control to prevent pursuit.
The relic must be taken back to one of your realm’s major keeps.
Enemy realms will try to intercept the relic carrier before they reach safety.
Once placed in a keep, the relic is defended like any other—but can still be stolen back.
MORE COMING SOON...