About: Mobilising Armies/Rewards   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Players earn reward credits for each game they play, regardless of wins or loses, as long as the following criteria are met. 1. * The player survives at least 3 minutes. 2. * The player issues at least 10 commands that are not move or explore. 3. * The player does not forfeit and does not win because all opponents forfeited. If a player or opponents "suicide" (usually by turning their own cannons on themselves), it does not count as a forfeit. Several factors influence the amount of reward credits earned. Within the tower there are several ways to spend reward credits.

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  • Mobilising Armies/Rewards
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  • Players earn reward credits for each game they play, regardless of wins or loses, as long as the following criteria are met. 1. * The player survives at least 3 minutes. 2. * The player issues at least 10 commands that are not move or explore. 3. * The player does not forfeit and does not win because all opponents forfeited. If a player or opponents "suicide" (usually by turning their own cannons on themselves), it does not count as a forfeit. Several factors influence the amount of reward credits earned. Within the tower there are several ways to spend reward credits.
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abstract
  • Players earn reward credits for each game they play, regardless of wins or loses, as long as the following criteria are met. 1. * The player survives at least 3 minutes. 2. * The player issues at least 10 commands that are not move or explore. 3. * The player does not forfeit and does not win because all opponents forfeited. If a player or opponents "suicide" (usually by turning their own cannons on themselves), it does not count as a forfeit. Several factors influence the amount of reward credits earned. , where * is the minimum reward, determined entirely by the player's rank; * is the time modifier, which increases the longer the player survives, but can be negative; where is the time in minutes, rounded up, that the player survives in the game. * is the kill count modifier; , where is the number of opposing squads the player has killed. * is the scenario investment the player specifies at the start of a game, spent from the player's investment credits; * is the player rank modifier, determined entirely by the player's rank; * is the end condition modifier. * 100% for a loss * 120% for a victory achieved by being the last survivor * 150% for a victory achieved by completing the primary objective in Siege (invade the castle), Hoard (collect 100,000 gold), or Rescue (save 28 TzHaar) To exchange reward credits, visit the Officer’s Tower in the south-east of the encampment. To begin, players can only access the basement floor, as rank increases higher levels can be accessed. Ranks are also used to unlock new formations. Unlocking maximum access to the rewards is also a requirement needed to get a trimmed Completionist cape. Within the tower there are several ways to spend reward credits. Spoils of War: A selection of resources, gold and items that have been plundered from the scenario. The spoils of war improve in relation to rank. Special items: Locators teleport players to a resource type of their choice, from Mining spots to Woodcutting trees, choosing a specific spot at random. Quest kits are a one-slot container for items often needed in quests, such as rope, chisels, lamps and tinderboxes. A.R.M.S Uniforms: Uniforms can be bought to show off Mobilising Armies rank. (Note that the set totals listed below are for full uniforms, either with skirt OR legs, not both) Imbue rings: Rings can be imbued, adding combat boosts to them. Rank Prefix: While in the Command Centre area, a prefix can be added to players' name that appears in the chat box and the right-click menu.
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