About clan wars & how to get there. Edit
Clan Wars allows members of two opposing Friends chat channels (formerly referred to as Clan Chat channels), consisting of up to one-hundred players each, to engage in Player-versus-player combat against one another. There are many in-game clans who focus heavily on Clan Wars, but these clans often require their members to have high combat levels, and may even require members to change their display names.
Each "clan war" is begun with conditions of victory and item safety set by the clan leaders prior to the start of battle. Depending on the settings chosen, it is possible that you will lose all items if you die during this minigame, but most wars are fought in a "safe" mode.
Alternatively, players can use a White Portal or a Red Portal.These portals offer Free-for-all games.
To get to the clan wars area, simply speak to the Oracle of dawn in Edgeville and select the 'safe pvp' option, alternatively you may teleport to gamers grotto via the games necklace.
This portal is the main portal, leading to arenas used for organised clan wars. For a discussion of techniques of fighting, see Strategies and Tips.
Friends Chats and clansEdit
For engagement in the Purple portal, players who wish to be on the same team have to be in the sameFriends Chat. Although the term clan is used frequently, it doesn't matter in which Clan players are. This happened because formerly Friends Chats were called clans and the current clans didn't exist.
Challenging and entering the portalEdit
After entering the Clan Wars Challenge Hall, a player ranked as a Captain or higher in a Friends Chatchannel can right-click another player within the Challenge Hall, and in a different clan, and select"Challenge", sending out a request to that person (who must be ranked Captain or higher too).
Once the challenge has been accepted, and the conditions have been agreed upon, the challenging player and the accepting player will be teleported into the arena. All other players logged into the respective Friends Chat channels are notified of the initiation of hostilities in two minutes time. Players must click on the purple portal to enter the battle, where they will be presented with the terms of engagement.
There is a two minute countdown whenever a purple portal battle is started. The only two ways out of a dangerous purple portal fight are to either, leave the friends chat, or to run out via the portals on each end of the field. There is NO way to prevent players from exiting the purple portal at any time. Battle can not take place before the two minute timer has hit 0:00, and the wall has dropped. The portal is not dangerous until the two minute timer has elapsed. If someone who isn't a member of a Friends Chat (or is a member of a Friends Chat that isn't involved in a war) tries to step through a portal, they will be able to choose from three options:
- To be teleported to the viewing area of one of their friends' clan wars
- To be teleported into the viewing area of a random war
- To simply stay outside the portal.
Terms of battleEdit
Terms of battle include:
- The arena in which the battle is held.
- Whether food, potions, prayer or summoning familiars are allowed.
- Types of combat allowed - Melee, Ranged, and/or Magic.
- Victory/defeat conditions
- Whether items are kept or lost upon death.
Once the clan enters the arena, they are separated from their opponent by a barrier that spans the middle of the battlefield. After a two minute countdown the barrier slowly lowers and combat begins. Depending on options chosen, players may not be able to enter the battlefield after the start of the battle, or they may be able to enter or even re-enter the battlefield at any time (for example, after death). Players can leave the battlefield at any time via the two portals located on opposite directions.
Ending a clan warEdit
If a clan wins, a scroll on the screen will display: "Your clan was victorious!"; or, if you are not in the Clan Wars area, a message will show up in your chatbox saying: "Your clan has triumphed in battle!". If a player's clan loses, the screen will say: "Your clan was defeated!". If you are in the Clan Wars area; the same message will be displayed in the chat box when you are not in the area of Clan Wars. Ammunition for rangers is returned after the end of a battle, but runes are lost upon usage. To win a Clan War, your clan must get a certain amount of Kill Points. (KPs)
NOTE: FFA means free-for-all.
A safe, free-for-all combat arena is found when entering the portal. If a player dies within this arena he or she will not lose any of their items'.na.Also known as the non-FFA, SFFA, FFAS, and FFA Safe.
A strip of land on the south edge of the arena (including the exit portal) is designated as combat-free. Players may prepare here for a fight or recruit others into their clan. North of the area spans a single-way Combat zone. Heading further north is a multicombat area and large clans (often found wearing specific team capes sometimes choose to assemble wars here. This is probably the most popular portal, as items are not lost on death and recruitment for large clans can be dealt with here.
Red PortalEditAlso known as FFA, Red FFA, and DFFA (dangerous FFA)
A dangerous free-for-all combat arena is found upon entering the portal. If a player dies while in the arena, they WILL LOSE ALL OF THEIR ITEMS in their inventory or of what they are wearing, unless the Protect item prayer is in use. There are no gravestones in the dangerous arena, so it is best to only take items you can afford losing.
A strip of land on the south edge of the arena (including the entrance/exit portal) is designated as combat-free where players may wait for the right moment before joining the fray. It should be noted that, if you are about to die, you can drop your items and pick them up again once you respawn and re-enter the arena, which will save you losing some of your items.
All items a person has on death now shows up as loot for the killer, just as it is in the Wilderness. Moreover, the minimap of the red portal is the same as that of the white portal.
You cannot teleport out of this arena. Additionally, because the arena is a dangerous PvP zone, extreme and overload potions cannot be consumed inside the arena; upon entering the red portal, overload effects will be removed, and any stat boosts above super level will be reduced to super level.
there are five Clan Wars arenas and a Free-for-all arena. Each arena offers a different type of landscape that gives different combat styles and different war strategies an advantage.
Clan Wars ClassicEdit
The majority of tje entire map is multicombat. This map features a varied landscape of lava pools, rocks, dead trees, fortifications, and different elevations. Mages and rangers may use the fortifications to their advantage as meleers often get trapped behind the side walls while in pursuit. However, the dead forests may offer meleers limited protection from mages and rangers as they cannot attack through the trees. The multicombat area is located in the middle while the area near the portals are singleway.
This map is a barren desert-like battlefield with almost no obstacles and is one of the smaller maps. It obviously favours meleers, who will not have to run around barriers to attack mages and rangers. The only obstacles come in the form of curved bones lying on the ground, and they cannot be shot over. This entire map is a multiway combat zone and is a popular place for large scale wars between big clans. Large clans with many low-level players may have an advantage here since they can overwhelm high-level players by piling.
A vast grey mine full of rocks can be found on this map. Two abandoned sheds located in the middle partially reduce the starting battlefront. the middle of the arena is Multiway Combat, but near the portals, it was all Singleway Combat. This greatly reduces the chance of a clan getting knocked out if the clan retreats. This tactic was favoured by ranger and mage clans mainly because they could shoot at the opposing clan from the single zone while hiding behind rocks. Melee attackers have an especially hard time fighting back as they must constantly keep up the chase.
This map is full of dead trees and is also relatively small. The majority of the map is Singleway Combat, meaning that large clans cannot make use of their size. Often, the clan with the greater number of high levelled players would win, as piling could be used.
The largest clan wars arena, the turrets map is a grassy plain with stone turrets scattered throughout the map of the battlefield. Mages and rangers receive a large advantage in this map as meleers can be pinned by crossfire from two or even three turrets. If the meleer decides to attack the shooter in another turret, he/she would have to run a good distance before reaching the other target. All arrows fired are automatically collected and will be returned when either the player leaves the arena or the battle is over. As same with Plateau arena, the entire map is also a multicombat area. This arena is greatly favoured by players as it has a large selections of Safe spots. This map is also favoured by smaller groups of higher level players as they can use "ninja" tactics to break apart much larger lower levelled clans and completely decimate them. The turret closest to the portal is often used as a Death Dot (dd) spot if clans are outnumbered. Upon enemies approaching, they would see only one white dot on the minimap, but is actually many players standing in the same spot.
This is a combat arena which is accessed through the white portal, where players keep your items on death, or the red portal, where players lose their items on death. This map consists of both Singleway and Multi-combat areas. Its terrain looks similar to that of the Wilderness. There are small houses in the middle in which Free-for-all clans may battle on the roofs. These are commonly referred to as the "towers". Clans usually camp at the towers and the ruins and wait to attack anyone who passes by. Interesting to note that the ruins in the north of the field are replicas of the demonic ruins.
Written by Purno and Rob the BAMF