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Worlds Icon The official worlds for Conquest are worlds 53, 69 (P2P).
Conquest
Conquest
Release date 25 August 2010 (Update)
Members Yes
Location Void Knights' Outpost
Participants 2
Skills involved None
Reward currency Void Knight commendation points Void Knight commendation points
In spotlight rotation Yes
Next spotlight 12 April (wrong?)
Hiscores Conquest hiscores Yes (rating)
Tutorial Yes
Custodians Captain Ethar
Music unlocked Right of Conquest, Unavoidable Conflict
Developers Chris E
[view][talk]
Conquest icon
Void Knights' Outpost map

Map of the Void Knights' Outpost with the minigames "Pest Control" and "Conquest"

Conquest is a members-only minigame released as an addition to the Void Knights quest series. Like Pest Control, the other minigame playable from the Void Knights' Outpost, the only requirement for Conquest is level 55 Combat. It is a safe minigame, in which players cannot die. It awards commendations in higher quantities than Pest Control, but games may take longer and there is no time limit per game.

Conquest is a turn-based, player vs. player, tactical war game. The initial premise is similar to the real-world game Chess, though it differs in many key areas. The player is put in command of a squad of Void Knights. Every person gets the same amount of resources to build his squad with, and can do so by talking to Knight Dorian. Players are able to choose their troops and their starting formation, and they can also pick a number of powerful special Commands. Different units have different Damage, Range, Health, and Movement rates. You can start this minigame and view the in-game tutorial by speaking to Captain Ethar.

Location[]

This minigame is located on the Void Knights' Outpost, which can be reached from Port Sarim by talking to the Squire on one of the southern piers. One can also get there using the special move of a spinner, torcher, ravager, or shifter familiar (requires 34 Summoning).

Within the outpost is the Conquest Training facility with Knight Dorian and his assistant Captain Ethar where players may exchange commendations and manage a team similar to Mobilising Armies. One may also talk to Captain Ethar and choose the appropriate option to be taken through the Conquest tutorial, a suggested requirement for The Void Stares Back.

Conquest house

The location of Conquest minigame

Pre-Game set-up[]

Players have 1000 points to purchase squad resources, which can be spent on either units or commands. A player can choose a maximum of 10 units and 4 commands.

In addition to choosing the units and commands, the starting formation can be changed. You can place your units anywhere within the first three rows on your side, but there are no other restrictions on how you organize them. For example, you might put your units with poor value blocking access to units with higher value.

By default, everything is ready to play, though customising units, commands, and formation is a must for any successful player. This can be done by talking to Knight Dorian (or using the right-click options), or using the blackboards downstairs. A good way to start is to remove all purchases and then create a custom set-up.

Waiting Rooms[]

Once ready to start, you can enter one of the two waiting rooms located downstairs to begin your game.

Conquest ranking

The player's ranking shown in the waiting rooms.

The room with the green door matches you automatically, and pairs players at random based on rank (paired with the closest rank). Games have a turn period of 1 minute, and no stakes can be made. In the room with the red door, players manually choose whom to challenge. The challenged player chooses the duration of each turn, from 30 seconds to 3 minutes in intervals of 30 seconds, and stakes can be made similar to the Duel Arena.

Gameplay[]

Conquest is a turn-based strategy game played on a 20-by-20 square board. Several obstacles will be randomly generated for each game.

Players alternate between moving one unit each turn, like in chess. Each turn is split into four segments, or Phases: selection, movement, combat, and rally.

  • In the selection phase, the player may choose the unit to use that turn. A display comes up showing the movement range and possible attack targets.
  • The movement phase allows movement until the unit's movement attribute has reached 0 or the player wishes to move no further.
  • The combat phase allows the player to attack a unit with the selected unit or end the turn.
  • The rally phase allows the player to assess the situation and issue any final commands before ending the turn.

Commands can be used in any phases during the player's turn, although commands that affect movement or combat must be used before or during those phases.

Units affected by a command will have colored icons on the floor beneath them, and the details menu will be modified to show the effects. A player can call up the details by right-clicking on a unit any time during a match to show the unit's attributes.

By default, each player has one minute per turn, but this can be changed (from 30 seconds up to 3 minutes) if you use the invite room. A warning bell will ring when there are 10 seconds remaining in your turn, and your turn ends when time runs out. There is no overall time limit for the entire game. Players may end their turns early and do not need to use all the time allowed per turn.

In order to be awarded commendations and rank for playing, a player must perform at least 11 actions (move, attack, command) in the game. Players farming thaler during the Minigame Spotlight will usually set the interval per turn at 3 minutes and end the game before 10 turns.

The game ends when one player resigns, the players agree to a truce, or one side loses all their units.

Units[]

Troop details

The Troop Details menu

There are several units available for deployment in Conquest, and the player begins with the ability to deploy all of them. Units are commanded in Conquest by clicking on them and instructing them on where to go, in much the same way as the Mobilising Armies minigame released in 2009.

Different units have different strengths and weaknesses, and strategies are needed in order to exploit both one's own units' strengths, and the enemy units' weaknesses. Each unit has stats which fall into five categories, viewed by selecting the unit one wishes to know the stats of and clicking "Details".

Units have stats in each of the following categories:

  • Movement, which represents how many squares a unit can travel per turn.
  • Damage, indicating how many points of damage the unit does to enemy soldiers.
  • Health, the amount of damage for which the unit can survive being hit.
  • Range, the number of squares away from which the unit can attack.
  • Cost, indicating how many points for which each unit is recruited.

Scout[]

Main article: Scout (Conquest)
Scoutdetails1

With great speed and movement, scouts are often deployed first in Conquest battles. They are poor fighters, but can move great distances (crossing more than half the board with the Charge command) and are ideal for attacking enemy ranged units such as Archers. When Battle Cry is used on them, they can take out all units other than champions. Because of their low price, they are often treated as sacrificial units, killing a single target and then leaving themselves open to retaliation.

Foot Soldier[]

Main article: Foot Soldier
Footsoldierdetails

Foot Soldiers are good all-round units and have high health, making them good at soaking up damage. Their damage, however, is low, and they can be easily overcome by Knights or Champions.

Halberdier[]

Main article: Halberdier
Halberdierdetails

The only melee troop with a range of more than one, Halberdiers can target enemy melee units without taking damage in retaliation. They can be protected by screening them with other units.

Archer[]

Main article: Archer (Conquest)
Archer details

Archers have the longest range in the Conquest minigame, and can give the player the upper hand if deployed on enemy units before they reach a player's ranks. However, they are weak in close combat, and can be easily killed by any unit that manages to reach them. If used, they are often an early target for enemy Scouts, which can sacrifice themselves in a favorable trade.

Mage[]

Main article: Mage (Conquest)
Magerdetails

The Mage does more damage than the Archer, but has a shorter range, and is just as fragile.

Knight[]

Main article: Knight (Conquest)
Knightdetails

Knights have the same health as foot soldiers, but also have a strong attack. However, they can be easily overwhelmed by any other piece if Battle Cry is used, and are usually lost quickly when facing good players.

Champion[]

Main article: Champion
Champion

Champions are the strongest unit on the battlefield. Their movement is the same as a foot soldier, but they have high damage and hitpoints, and can kill most units in one hit. Though they must be wary of ranged units. A full-health champion can only be killed in one shot by using Battle Cry on a Knight or another Champion.

It can be beneficial to use a wider range of units to counter various units you may encounter.

Commands[]

You can choose up to four commands to be available for a game. Each command can be used multiple times, as long as it is off cooldown and you have enough command points. You gain 25 command points for free every turn, and also gain points equal to the cost of each enemy unit you kill (so killing a scout will give you 25 extra command points, etc).

Icon Command Description Cooldown Cost
Battle Cry Battle Cry A target troop you control gains +200 damage and +200 health until the start of your next turn. One of the most common commands chosen, it is often paired with Charge. 5 turns 75
Stoicism Stoicism A target troop you control gains +400 health until the start of your next turn. 5 turns 75
Regenerate Regenerate A target troop you control has its health completely restored. While an expensive choice, it can be useful for Champion-heavy strategies. 4 turns 150
Bombard Bombard A target enemy troop's health is reduced by 100. Troops defeated do not grant Command points. 2 turns 200
Winds of Fate Winds of Fate A command, at random, reaches the end of its cool-down period and is ready to use. 2 turns 150
Charge Charge A target troop you control has its movement attribute doubled for this turn. Often paired with Battle Cry, or to give a Scout the range to quickly take out an Archer or Mage. 5 turns 75
Chastise Chastise A target enemy troop cannot move or attack during your opponent's next turn. Cannot be used on an opponent's last remaining troop. Chastise does not prevent units from auto-retaliating if attacked during your own turn. It is a common choice for a command, useful for preventing the enemy from targeting a vulnerable unit, or holding a buffed enemy unit in place until the effect wears off. 3 turns 50
Vigilance Vigilance A target troop you control strikes first when defending until the start of your next turn. 3 turns 50
Shield Wall Shield Wall All damage dealt to target troop you control is reduced to 100 until the start of your next turn. 5 turns 50

Strategy[]

Main article: Conquest/Strategies

Post-Game[]

After each game, a player gains or lose ranking depending upon the game's outcome. Much like in other ranked minigames, the amount of rank won or lost depends upon the two player's rankings. In the event of a truce, if it was nearly a tie (as most truces would have, such as a stalemate between two units), generally both players lose a small amount of rank. If one player was winning, then that player likely receives more ranking.

Ranking and commendations are different things, and you cannot lose commendations. However, ranking starts at 1000 and can rise or fall based on wins. A rank of 1250 is needed to be ranked on the high scores and is one of the requirements needed to get a trimmed completionist cape. As of 19 November 2017, there are 28,342 players ranked 1250 or above on the high scores.

Rewards[]

Each time you play Conquest, both players are awarded Commendations (as earned from playing Pest Control ) which can be exchanged to the Void Knights for a variety of options, such as Combat Exp, or Void Gear . The amount each player earns from playing a game of Conquest works as follows:

When both players begin playing, the game starts counting the number of rounds between players. If the game ends too early, either by early truce, resignation, or army elimination, then neither player gains nor loses rating, and neither gain any commendations.

Depending on the number of turns between players, both winner and loser are given the same number of commendations (before applying a level multiplier), which is a number between 1-10. In general, the more turns there are in a game, the more commendations are awarded, although commendations are not equal to the number of turns. This is the Commendation Ratio. Both players are given the same Commendation Ratio, as both played the same game of that length of time. This number is then multiplied:

  • by 2, (as the Beginner Pest Control Boat) if the Player is between Combat Levels 35-74. All players within this range of combat levels gain 2,4,6,8,10... to 20 commendations in any game. 20 is the maximum.
  • by 3, (as the Intermediate Pest Control Boat) if the player is between Combat Levels 75-99. All players within this range of combat levels gain 3,6,9,12,15.... to 30 commendations in any game. 30 is the maximum.
  • by 4, (as the Veteran Pest Control Boat) if the player is Combat Level 100 or above. All players within this range of combat levels gain 4,8,12,16,20.... to 40 commendations in any game. 40 is the maximum.

Achievement[]

Notes[]

  • Since players can train combat skills by exchanging commendations for experience, lower combat levels have a lower multiplier to avoid unfair level advancements.
  • Players do not gain any bonus commendations for winning the game. Commendations only differ based on different combat levels.
  • Commendations cannot be awarded beyond 10 before multiplication. This is why up to level 74 cannot gain more than 20, up to level 99 cannot gain more than 30, and up to level 138 cannot gain more than 40 commendations.

Example: A level 85, with a rating of 2500, plays a level 112, with a rating of 1311. The controls were: a non-staked Conquest, with 1:00 per move each. After about 19 rounds, the level 85 wins the game by eliminating all enemy units. The 85 gains 11 rating, and the 112 loses 11 rating. Before applying the multiplier, each player is awarded 7 commendations: so the level 85 gains 14 (2 x 7) commendations, and the 112 gains 21 (3 x 7) commendations. Despite winning, the 85 gains fewer commendations than the 112.

Therefore, contrary to some popular opinions, the clock itself is irrelevant to the commendations awarded, as is rating, and winning the game does not increase the commendations. Only Combat Level directly changes the number of commendations between the two players. (The only exception where a player does not gain any commendations after a long enough game of Conquest is when a player logs out during a game or lags and is kicked out, and the remaining player accepts the victory before the kicked player is able to return).

  • Sometimes an opponent surrenders immediately against certain set-ups they don't like, to avoid losing rating. This rarely happens and usually occurs when someone had a bad experience with a specific setup.
  • A common strategy involves someone using three champions and the commands: charge, battlecry, regenerate, and shield wall/chastise or charge, battlecry, stoicism, and shield wall/chastise. This regenerate set-up was highly frowned upon by many players until the total life points of champs was reduced from 600 down to 500.

Gallery[]

Trivia[]

  • Commendations are shown as Pest Points while on a lander.
  • On the day of release, a bug occurred where mid way, or at the end of the game it would freeze up and would tell the players the game is ending, some players who suffered from this bug received a rating bonus.
  • If a player says "power levelling", that means that you are able to play against the player and he lets you win. In order to get commendations from "power levelling", each player needs to perform at least 11 actions (a variety of actions, i.e., attacking, commands, moving, and killing something from both sides), otherwise neither player receives commendations or a rank change within the game. (Each player must have at least 2 units left in order to ensure a greater points yield.) Beware that the higher-ranked player loses rank, just as in normal games, while the lower-ranked player gains, when a game ends in a truce.
    • The "Power levelling" method yields 60-120 commendations per hour.
    • In order to get the most Commendations per game your level must match the same as your opponent (e.g., a level 138 player plays against a level 70, after "power levelling" the level 138 gets 40 commendations and the level 70 gets 30 win or lose).
  • During a game of Conquest, you cannot remove your Map Marker by right clicking the map symbol.
  • After release there was a bug where if you used stoicism and regenerate on the same unit at one time, the extra Health that stoicism should only give temporarily, would stay permanently until an enemy unit damaged the bugged unit back down to its normal Health. This bug was quickly fixed a couple of days after release.
  • Many players believed that 2+ champion set-up may be unbalanced, leading Jagex to reduce the champion's Health down from 600 to 500 in an update 12 October 2010. As they may now be killed in two hits from most teams (or 1 if there is a knight or champion involved) they are now much less powerful than before, and less of a destabilising factor.
  • There is a glitch when using the command "shield wall" on a troop, the icon changes from a shield with a void knight symbol on it to one that is almost identical to the Falador Shield 2 from the task system.
  • As for 29 October 2010, there is a glitch when entering the rooms, the barrier cuts the character's body, this has not been repaired, but only happens occasionally.
  • There used to be a glitch that allowed players below combat level 40 to play conquest and get commendations. You could ask to take the tutorial, and then click "end tutorial" on the first stage, and you would end up in the conquest waiting room, fully able to play and get rating. However it was fixed about a month after release. Now if you try to take the tutorial below the minimum combat requirement, it just says you do not have enough combat experience, and to come back and take the tutorial when you do.
  • When disconnected (but successfully re-established connection), you were unable to use commands. This glitch has not yet been fixed.
  • When examining the Floor during a Conquest Battle, you receive a silly message like this "This is for standing on."
  • If you attempt to access the world map while in a Match, a message appears saying "It would be unwise to open the world map during battle."
  • If you attempt to access customisation while in a waiting room, a message appears saying "You're here to fight, not play dress-up."
  • Previously, until a patch in late 2012, players would boost their ranking using a logout glitch that increased rank earned per forfeited victory to maximum possible earned for the opponent if they had won.
  • A graphics and gameplay glitch that came in Conquest for a large part of 2011 and 2012, prevented a player from moving their screen to see the rest of the board when playing a game of Conquest. Instead, each participant would have to click on their minimap to move their screen to see which players to control.
  • Mousing over enemy units will show that they have 1 life point even though they have more than this amount.
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