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Conquest is a gameplay mechanic added to the mod in Update 35. The player can conquer territory for their pledged faction or the faction's allies by slaying the NPCs of enemy factions. The frequency of enemy NPCs spawning in conquered territory is reduced, and that of the conquering faction is increased.

How it startsEdit


In order to conquer territory, you must first earn at least +100.0 alignment with a faction and pledge allegiance to them.

For each enemy of the chosen faction you kill, you will now be shown two numbers. One for the alignment (gold ring), and one for the conquest (crossed weapons). The picture to the left shows the slaying of a Gundabad Orc in the Lone-lands while pledged to the Blue Mountains. This earns you +0.0 alignment (outside the Area of Influence), but +1.0 conquest points.

Table of CommandEdit


If you place a Table of Command and right-click it, the conquest map will appear. The map is divided in squares of 1024x1024 blocks (64x64 chunks).

Each square has a conquest counter for each faction, which is now +1.0 for the Blue Mountains in the example, gradually decreasing from the center square to the adjacent squares further out.

The grey colour indicates that the conquest has no effect on spawn rates in this location, so it's wasted effort to kill enemies in this case.

You can use the slider and the category button below the map to select another faction. As you gain conquest points, the scale at the bottom of the map adapts to this fact. The darkest colours shown on the map always indicate the highest value shown there.


If you slay enemies on your own territory (Blue Mountains in the example) , you'll get red coloured squares. Each kill increases the conquest. The red squares indicate an increase of the spawn rates for your own faction.


If you slay enemies on the territory of your allies (Iron Hills in the example), you'll get striped squares. Each kill increases the numbers. The colour of the squares indicate a spawn benefit for an allied faction.

Please note, that in the picture to the left, the top and bottom squares are grey, because those are completely outside the Iron Hills.

Hired unitsEdit

If you have hired some friends, they will not grant you alignment, but they will, however, grant you some conquest, at the rate of 1/4 the conquest you would earn if you were to kill the units yourself.


Conquest decay begins only after there have been no changes in that square for thirty minutes. It is about one point every fifteen minutes. In order to keep up high rates, you need to keep on fighting enemies in the desired region.


The following commands can be used to set conquest rates:

/conquest <set|add|radial> <faction> <amount> [x] [z]

Change conquest points for one faction at a certain location.

  • [x] [z] are the map coordinates. If left out, the current player (or command block) position is affected.
  • set and add influence only a single square.
  • radial adds the desired amount of conquest points to multiple squares in a gradually decreasing manner, like killing enemies would.
  • <amount> negative amounts can be used to reduce/remove effects.
/conquest clear [x] [z]

Clears the conquest points for all factions at a certain location in a single square. [x] [z]</code> are the map coordinates and can be left out.

/conquest rate [value]

Display or set global conquest rate. If the value is left out, this command displays the current value.


The configuration file allows two settings related to the conquest system:

B:"Enable Conquest"=true

This is part of the gameplay section and enables/disables the complete conquest system.

B:"Map Labels - Conquest"=true

This is part of the gui section and decides whether map labels are shown on the table of command or not.

Gameplay mechanics of the Lord of the Rings Mod
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