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New Frontiers®: Transportation

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One of the main features of New Frontiers® is the unique Realm vs. Realm™ system to help players find activity on the frontiers and get into the action as fast as possible. The lynchpin to this system is the in-game map system that shows the zones of the three Realm's frontier areas. This map not only shows places where battles are occurring, it also shows the status of each keep, and a lot more. Other items include a keep teleportation system, fast attack boats, and a Realm vs. Realm™ dungeon. This section describes how to find the action, and how to get there.

The Realmwars Map Window

In each Frontier and Border Keep, there is a Frontier's Portal Stone. Right click on this stone to bring up the Realm War map. You may also type `/realmwar' in any zone (inside or outside of the Frontiers). You may also click the `Warmap' button on your group window to access this map.

Here's a quick list of items shown on the map:
  • Battles (where fighting is taking place) are shown as crossed swords on the map in the location where they are fighting, and in the color of the Realms that are involved. This information is shown when you press the "update battles" button (which can only be clicked every five seconds or so).
  • Scouting Reports are shown, where enemies who move within 4000 units of an enemy keep or tower are shown on the map as a Grail, Tree, or Hammer (as appropriate) with the size of the icon denoting the general size of the enemy force.
  • Keeps/Tower status: owning Realm (by color), name, owning Guild, and whether it is under siege.
  • Keep teleport status: the map shows which keeps are valid teleportation destinations.
  • Relicwall Mile Gate locations are shown, as well as the status of their gates (open/closed).
On the Realm War map, there is a "You are Here" indicator. This indicator can help you find your current position of the Frontiers map and help you navigate through the zones to the other keeps. The indicator is a white circle surrounded by a white border.

There is a "Key" button on the Realm War map that will take you to the Map Key window. This explains the icons for the realmwar map.

You my click on the realm names at the top of the Realm War window to switch between each realm's map section. Clicking on various keeps and towers will display the name of the keep/tower, show if any guild claims it and the name of the guild if claimed. It will also show if the keep or tower is under siege. For keeps that your realm owns (and are connected via a supply chain) you will have a "Teleport" button appear when the keep is selected.

When the NPC scouts from a tower or keep detect armies, an icon will appear on the map corresponding to the size and realm affiliation of the army detected. Each of the three realms will be represented by their realm specific icon. The size of the icon can be used to gauge the number of enemies in the area. When a battle erupts, the map will present a symbol containing two swords with realm specific colors corresponding to the two largest forces in the area (in the case of a three-way battle). The size of the crossed sword symbol can be used to gauge the size of the battle occurring. When a structure (keep or tower) is under attack, the map will present a fire symbol over the icon of the keep/tower.

To see changes in the Realm War map, you can click the "Update" button to refresh the scouting, battle, outpost states, and ownership information.

The Status of the Realm

To view the relic, Darkness Falls, keep, and bonus status for your realm, click on the "Bonuses" button on the Realm War map. At the top of the Realm Bonuses window, you will see a count of how many keeps your realm currently has taken. If you've got them, you'll find highlighted the current keep bonuses your realm has earned. You will also see the status for which realm currently owns the Realm vs. Realm™ dungeon, Darkness Falls. At the bottom of the Realm Bonuses window, you will see which relics your realm has and the total bonuses you are receiving from those relics.

Finding Battles

The map window shows locations of battles - above a certain size - by displaying a crossed sword graphic on a spot in the general vicinity where the battle is occurring. The colors of the swords denote the Realms involved, and the size of the graphics denotes the general size of the conflict. These markers slowly fade over time until they disappear to give you an idea of how old the battle is.

The frontier zones themselves are separated into smaller regions that are named based on geographical features in that area. These region names are used in the death messages that are displayed in the chat window. Players are able to find battles on the map, and once they get into the general area shown on the map, they can use clues from the chat text to find the actual battle location.

Binding

Players can bind at the primary border keep entrance to the frontiers (Castle Savauge, Druim Ligen, Svasud Faste), and then may teleport from there depending on their realm war status.

Transportation Methods

There will be five different methods of transportation throughout the new frontiers. They are:
  1. Running/Swimming; the old standard.
  2. Fast Attack Boats. These are multi-person boats that you purchase from an NPC to go to a specific destination on an enemy frontier coastline. They move on standard routes - and like horses, they are created instantly for you as soon as you hand the ticket to the boatmaster. See more information below.
  3. Player controlled boats - These one-use ships are used for troop transport and for siege. Please note that Trials of Atlantis skiff-type boats cannot be used in New Frontiers. See more information below.
  4. Teleportation to friendly keeps, under certain restrictions (see below).
  5. The Realm vs. Realm™ dungeon (see below)

Keep Teleportation

You can teleport to friendly keeps controlled by your realm via the Map window, by simply selecting the keep and clicking the "teleport" button while standing next to a valid teleport stone. By connecting the keeps to each other via teleportation, we encourage a "front line" to develop, where players can fight back and forth over weaker keeps. This helps to focus combat on these front lines, and makes it easier for players to find a battle. Here are the keep teleporting rules:
  • You may teleport only from a friendly keep, a border keep, or when releasing after death.
  • Each keep is dependent upon connectivity via supply lines to a Border Keep. If a keep is not directly connected to a "supply chain" of keeps leading to a border keep, then that keep is not a valid teleport destination.
  • A destination keep must have all four of its supporting towers intact in order to be a valid destination.
  • A keep must have all of its supporting towers intact in order to be teleported out of.
  • A chain may extend over the ocean to an enemy's frontier. You must control your own beachhead keep (and a clear chain from that back to your border keep, of course) in order to build a supply chain to an enemy frontier. See the next section for a fuller explanation of the supply chain concept.

Supply Chain

You may claim any keep you choose, but if you want to have the teleportation supply line open you must have certain keeps taken in a certain order.

Here are some illustrations of the concept:

In the screen shot below, the two gray keeps with the circles around them are the Border Keeps. Svasud Faste is at the top and Vindsaul Faste is at the bottom. The supply chain functions by having pairs of keeps and their towers under your realms control. In Midgard, the first set of keeps and towers you must have control of are Fenalir Faste and Arvakr Faste. Once you have those you may teleport to them from the Border Keeps using the warmap and the teleport button. The next pair is Glenlock Faste and Hildskialf Faste. You must have all four keeps and towers under your control. You can now teleport to any of the four keeps and the Border keeps. The next pair is Nottmoor Faste and Blendrake Faste, they are coastal keeps. You now have six keeps and their towers. You can teleport to all six keeps and the Border Keeps. The last keep is Bledmeer Faste, another coastal keep.

Setting up Midgard Teleportation Chain

Take the pairs:

Fensalir and Arvakr Faste

Glenlock and Hildskialf Faste

Nottmoor and Blendrak Faste

Bledmeer Faste

If you lose a tower or keep, you will break the chain. For instance, if you own all of the above keeps and towers, but lose Glenlock, the chain is broken. You can only teleport to Fensair and Arvakr. You must take Glenlock back in order to complete the chain. In another example, if you own all of them but lose Blendrak, you can teleport to the first four but not any further.


Setting up the Hibernian Teleportation Supply Chain.

Start at your Border Keeps of Druim Ligen and Cain.

Takes the pairs:

Dun Ailinne and Seathaing

Dun nGed and Dun da Behnn

Dun Crimthain and Dun Bolg

Dun Crauchon

If you are Hibernian, the supply line pairs are as follow. Starting at your Border Keeps of Druim Ligen and Druim Cain, you would first need to control Dun Ailinne and Seathaing and their towers. The next pair in the chain would be Dun NGed and Dun daBehnn. Then you would need the coastal pair, Dun Crimthain and Dun Bolg. The last Keep is the coastal keep Dun Crauchon.


Setting up the Albion Teleportation Supply Chain.

Start at the Border Keeps of Snowdonia Fortress and Castle Sauvage.

Take the pairs:

Caer Hurbury and Renaris

Caer Sursbrooke and Caer Boldiam

Caer Erasleigh and Caer Berkstead

Caer Benowyc

In Albion you would start at your Border Keeps of Snowdonia Fortress and Castle Sauvage. You would need to claim the pair, Caer Hurbury and Caer Renaris. Next would be Caer Sursbrooke and Caer Boldiam. After that you would take the coastal keeps of Caer Erasleigh and Caer Berkstead. The last one is the coastal keep of Caer Benowyc.


Once you control your entire realm's keeps and towers, you can take and then teleport to a coastal keep of the enemy. (As in your own realm, you must also have the four towers.) At that point, you could begin to build the supply chain in the enemy realm, in reverse order that the enemy would build his own.

Boats

Fast Attack Boats

These are fast boats that have a predefined route (like horses) and travel swiftly from one dock to another. To use a fast attack boat, you will need to speak to the Dockmaster or Dockmistress. They will have tickets for the various routes you may travel. Purchase the ticket for the route you wish to travel. These boats are very fast, and can carry up to sixteen passengers.

You have thirty seconds to board the boat before it sets sail. You can board the boat by double clicking on it, typing /vboard or using your `Get key' with the boat targeted. You will automatically leave the boat when it reaches its destination, but if you wish to leave before then, just type `/disembark'.

Locations of the Docks:

Albion:
  • Bassus Brim Central, in Forest Sauvage
  • Viridis Plains, in Hadrian's Wall
  • Eastern Prolix Pass, in Pennine Mountains
  • Porth Myrddin North. in Snowdonia
Midgard:
  • Gaute Island, in Jamtland Mountains
  • Embla's Way, in Odins Gate
  • Shore of Nyrweser East, in Uppland
  • Mansken Landing, in Yggdra Forest
Hibernia:
  • Bedwen Island, in Breifene
  • Glaswellt Plain, in Cruachan Gorge
  • Leasg Pass East, in Emain Macha
  • Dun Scathaig Spire, in Mount Collory
Player Controlled Boats for New Frontiers

These Frontiers boats are 'one time' use boats that have hitpoints and can be damaged, even sunk! Player controlled boats may be purchased from the same Dockmasters or Dockmistresses listed above. (The boats are sold on the second page of the merchants' store. Use the arrow buttons to select the second page.)

Once you have placed the boat in the water, (by dragging and dropping the icon to the water), the object is removed from your inventory. You are not able to pick the boat back up once it has been placed. Frontier boats can only be placed in your home frontier. Empty or unmanned player controlled boats will destroy themselves if they remain unoccupied for fifteen minutes.

There are three types of player controlled boats in New Frontiers. Each has a maximum speed of 800 units. (Units here does not refer to a length, but a digital setting on the server.) For each person under the total capacity that is not on the boat, movement speed is decreased by approximately 3%. If a boat has less then the minimum requirement of people, the boat cannot be moved.

Scout Boat - Requires at least one person to launch at minimum speed (395 units) and has a total capacity of eight. It costs ten gold.

Galleon - Requires at least two people to launch at minimum speed (290 units) and has a total capacity of 16. The galleon has two siege hookpoints and costs twenty gold.

Warship - Requires at least four people to launch at minimum speed (80 units) and has a total capacity of 32. The warship has four siege hookpoints and costs 75 gold.

The controller of the boat sits in the captain's seat. The controller can set the boat to be public or private using the '/vset' command. If the boat owner leaves the captain's seat, vacating the boat, another passenger may take the captain's seat and control of the boat. If no passenger takes control of the boat, then the next passenger to board the boat will automatically enter the captain's seat, and control the boat.

Once you board a boat, you are automatically attached to a seating hookpoint that is white in color. If you wish to move to another seat, just right click on another white hookpoint while the boat is stopped. You can not move, cast, attack or perform any other actions while sitting on a boat (unless, of course, you're manning the siege weapons - see below).

To prevent players from jumping off boats by mistake, you must use the '/disembark' command to leave the boat. You will need to use this command to get off any boat in New Frontiers. (Trials of Atlantis boats will remain unchanged.)

To move the boat, the captain must left click on the water around the boat to set his ground target. The boat will automatically move to his chosen location.

Sea Battles

In order to attack another player controlled boat, players must be seated on the seating hookpoint near a siege hookpoint. Siege hookpoints on boats are green, and visible when you board the boat. Siege equipment can be *built* on these hookpoints only while the boat is stopped. Right click on the green hookpoint to open the store. Purchasing the siege weapon automatically places it in the right spot. You can fire it while the boat is either moving or stopped.

While on a boat, you can only be attacked from the shore by enemy players who are using targeted range attacks (for example, siege engines or single target direct damage spells). Area of effect, mesmerize spells, root spells, and melee attacks, will not affect players on boats.

Player Controlled Boat Commands
  • /disembark = to leave a boat in New Frontiers only (not TOA).
  • /vboard = To board the boat
  • /vinvite = To invite others onto your boat
  • /vforward = To start the boat moving forward to your ground target. You can also direct the boat by left clicking with your mouse on the water's surface and the boat will travel to that point. (Note that the water must be deep enough for the boat in order for you to set that point as your destination.)
  • /vset (public|private) To set the boat's permissions to be public so anyone can board the boat. They are defaulted to "private" when placed in the water. When set to private, the `controller' must invite people to board the boat using the `/vinvite'
  • /vdestination x y (eg: /vdestination 32000 32000) which will sail your boat to a defined /loc within your current zone.
  • /vfollow = follow another boat
  • /vstop = stops the boat

Passage of Conflict: The Realm vs. Realm™ Dungeon

This dungeon has been reworked to be smaller in overall size, but made up of larger, more spacious areas. It is now just two zones, the dungeon proper and one zone for the Summoner's Hall. You can move through the dungeon between your frontier and the enemy's lands. Please note that though this will be slow and arduous, as you must fight the many PvE encounters that lie in wait for you there, it does give you an alternative way to get to the enemy lands. As you can see from the maps on this site, if you can make your way through the dungeon to an enemy frontier, you will be behind their front lines, and in a good position to attack.

Please note that the PoC Dungeon entrances are one way; you need to run a little way into the dungeon and through the one way exit. This is to keep people from exploiting the zone immunity timer.

 


 

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