ConquestEdit This Entity
- 1.0 - Introduction
- 2.0 - Getting set up
- 3.0 - Battle gameplay
- 4.0 - Strategy
- 5.0 - Rewards
- 6.0 - Frequently asked questions
The Void Knights have created a training facility for both recruits or inexperienced knights to improve their commanding skills, known as Conquest. It is located in the north-west section of the Void Knights' Outpost. In this new minigame, players are faced off against one another with troops at their disposal, along with boosts that give your army an edge (known as "commands"). The main objective of the game is to destroy all of your enemy's troops. Losing a battle decreases your Conquest rank, while winning increases it. Commendation points will always be awarded at the end of every battle, mainly around 20-40, so there is always something to gain when completing a Conquest.
You need a combat level of at least 40 to play Conquest.
To set up your own squad, speak to Knight Dorian or right-click on him and select "Recruit". Each troop can be set to appear in a chosen position on your half of the battlefield at the start of the game. To do this, select "Formation" instead. The troops that you currently have are shown on the left, while your current formation is on the right. Drag and drop the names of the troops onto the squares on the right to allocate his position, and close the interface once you are content with it.
| Command | Cost | Cooldown (turns) | Effect |
| Battle Cry | 75 | 5 | A target troop you control gains +200 damage and +200 health until the start of your next turn |
| Stoicism | 50 | 5 | A target troop you control gains +400 health until the start of your next turn |
| Regenerate | 150 | 4 | A target troop you control has its health completely restored |
| Bombard | 200 | 2 | A target enemy troop's health is reduced by 100. You will not receive any command points for killing a troop in this manner |
| Winds of Fate | 150 | 2 | A command, at random, reaches the end of its cooldown period and is ready to use |
| Charge | 75 | 5 | A target troop you control has its movement attribute doubled for this turn |
| Chastise | 50 | 3 | A target enemy troop cannot move or attack during your opponent's next turn. This command cannot be used on the opponent's last troop. |
| Vigilance | 50 | 3 | A target troop you control strikes first when defending until the start of your next turn |
| Shield Wall | 50 | 5 | All damage dealt to target troop you control is reduced to 100 until the start of your next turn |
Troops form the army that you will use to battle your enemies and hopefully claim victory. All of them have some strengths and weaknesses. The troops that cost less are usually the weaker ones, while the more costly ones have some higher attributes. This does not automatically mean stronger troops are better; they may not be effective in some situations. Each troop has a number of attributes:
- Movement - how many squares he can travel, including diagonally
- Damage - how much health he can reduce
- Range - how far he can attack from; 1 means he must be next to an enemy troop
- Health - how much damage he can take before being defeated
There are seven different units you can choose from when playing Conquest. These include:
| Troops | |||||||
| Name | Scout | Foot Soldier | Halberdier | Archer | Mage | Knight | Champion |
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| Cost | 25 | 50 | 75 | 100 | 100 | 100 | 200 |
| Movement | 6 | 4 | 4 | 3 | 4 | 4 | 4 |
| Health | 100 | 300 | 200 | 100 | 100 | 300 | 500 |
| Damage | 100 | 100 | 200 | 100 | 200 | 300 | 400 |
| Range | 1 | 1 | 2 | 6 | 4 | 1 | 1 |
Before you start a Conquest match, you must choose another player to compete with. Go down the trapdoor in the Conquest hut and you will enter the main lobby. Along the aisle, there are two barriers to enter; one for automatically assigning matches (the game will search for a partner in the same room for you), and the other is for challenging others directly.
To challenge a player, right-click them and select "Challenge". You can choose between a regular Conquest match or a staked one (able to bet money on the match; winner takes the money). If he/she accepts, you will then need to choose a turn time for the match, which is how long each turn will last in seconds. If both players confirm the turn time, the match will then begin.
If you are the person receiving the invitation, you will need to click on the actual message in the chat box (easily seen by selecting "Trade" tab below the chat window) to open it.
Once a battle has begun, the two players playing against each other will become either the light or dark squad on the field, with the light squad always making the first move. The units and their positions will be exactly how the player has set them.
There are four new interfaces available to select which are only found in Conquest:
A list of the four phases are shown at the top, being: selection (select any troop), movement (order him to move), combat (order to attack), and rally (any commands can be used). This is the order in which the phases are to be proceeded through, i.e. a player can't order a troop to attack then move. To end the turn, simply press the "End turn" button.
Note: Commands can be used at any time during the turn and does not strictly have to be used during the Rally phase.
This interface allows a player to find out the state of a troop and his statistics. To do this, right-click any troop and select "Details". This will make details about a troop's current health, damage etc. appear for viewing. This can be done any time during the battle.
Commands are the most important aspect of Conquest because they provide a bonus in your favour, whether it be increasing your own troops' abilities or reducing those of your enemies. Each Command requires a number of points called "Command points" which can be seen at the bottom of the interface. When a Command icon is lit up, it can be used. If the icon is dimmed, there aren't enough points to use it, and if there is a number (e.g. "5"), this is the number of turns that will have to pass until that Command can be used again. Some Commands are to be applied to the troops on the battlefield. To use it on a troop, simply select the Command and click on the troop you'd like to use it on.
Using your troops is obviously essential in every battle, and is easy to understand. To select any troop, click on the unit you wish to use, either to move or attack. You will know when a unit has been selected when blue squares appear around it. This shows the squares which the selected troop can move towards in that turn, as shown in the screenshot below.
To move towards a square, simply click on it. Make sure you adjust your view so that you are confident that you are clicking on that square since it is easy to misclick and take your troop to a different one. Be warned: your troop will not be able to move back in the opposite direction, but as long as your troop's movement attribute is still above 0, you may move further forward.
Attacking a troop is even simpler. If you can attack a troop, a red square will appear underneath it. With a troop selected, click on the troop and you will order your troop to attack him.
Important: if the troop attacking is within the attacked troop's range, he will fight back! For example, a Scout is sent to attack a Foot soldier, dealing 100 damage. Because the Scout is within the Foot soldier's range, he will fight back, and the Scout will be hit for 100 and defeated in the same turn. If an Archer, with a range of 6, was used to attack instead, the Foot soldier cannot fight back.
Commands, as stated, can be used at any time during a player's turn, whether it be before an assault or afterwards during the Rally phase. These are extremely useful and can determine the difference between a victory and a loss. Use them wisely as all of them have a cooldown, or number of turns before it can be used again. At the same time, don't be afraid to use them as it is common to be left with a large number of Command points at the end of every game.
There is no combination or set-up that allows a guaranteed win in every situation, although some give you a great chance of winning. However certain setups can give you a better chance of winning, or in rare cases, break your game altogether. The following list some suggestions for setups:
- A setup that follows: two Archers, two Knights, two Scouts, and one of both a Champion and a mage can easily give you an advantage over someone else.
- Another setup is one that costs quite a bit in squad resources, but can pay off in the long run. Using three Champions and the most amount of Scouts you can get has been called one of the best setups, due to the fact that the scouts can easily take out lower-health units while the champions deal with the ones your Scouts cannot handle. This setup is used with healing Commands (like Regenerate).
- This next setup focuses on striking down the enemy's stronger troops quickly before they can make a move on you. One of each: Scout, Archer, Mage, Knight and two Champions. This setup will allow you to quickly maneuver around enemy lines and into the face of a champion to quickly strike them down. With remaining troops, just take out the broken ranks.
- Stoicism is a Command that boosts a troop's health by 400. This is extremely useful as it is equivalent to the Regenerate Command but cheaper, and even boosts it until the next turn, making troops that have low health like Archers difficult to defeat. The only downside is that its cooldown is 1 turn higher than that of Regenerate.
- Battle cry combined with Charge is a versatile combination. By using both on a single Scout at the same time, he can defeat any unit except for the Champion in one blow, provided they have not had any Commands used on them. This can also be used for a Champion to kill an opponent's Champion.
At the end of each Conquest battle, you will receive a batch of Commendation points which can be used to buy Void Knight equipment amongst other things. These points can also be earned from playing Pest Control. The Void Knight Deflector is a piece of equipment that is unique to Conquest, and requires a rating of at least 1250 to purchase for 150 points. It is worth noting that you can wield it even if your rating drops any lower.
Rewards such as experience, consumable items, or equipment can be purchased from almost any Void Knight in the outpost. Experience can be awarded in the following skills: Attack, Strength, Defence, Constitution, Magic, Ranged, and Prayer. A 10% bonus gain is granted for using 100 Commendation points on experience, so it is wise to save them until later for the bonus.
Consumable items include: herb pack (selection of herbs for Herblore use), mineral pack (collection of ores from Mining), Torcher charms, Shifter charms, Ravager charms, and Spinner charms. These Charms are used as tertiary ingredients to make their respective Void familiars using the Summoning skill, and are not stackable.
The Void Knight equipment are exclusive to Commendation points and can only be earned through Conquest or Pest Control. The following are the individual pieces of the Void Knight set.
| Reward | Cost | Requirements |
| Void knight gloves | 150 | Level 42 Attack, Strength, Defence, Constitution, Ranged, Magic; 22 Prayer |
| Void knight melee helm | 200 | |
| Void knight ranged helm | ||
| Void knight magic helm | ||
| Void knight top | 250 | |
| Void knight robe | ||
| Void knight mace | ||
| Void knight deflector | 150 | 1250 Conquest rating to purchase, requirements above to wield |
| Void seal | 10 | - |
A: Each player has exactly 1000 resource points and cannot be increased in any way. Switching out troops and commands will refund points to you.
A: If the match has only just started, you will not. Otherwise, you will unfortunately.








