The layout of uncharted isles is very tactical. You can choose to go into a full frontal battle with your opponent, or sneak around the back way and take out the opponent's NPCs.Features
- Archipelago theme, looks like Istan
- Flag Stand
- Front Gate
- Rear Gate NPCs
Both teams start with several NPCs such as:
6 archers 2 footmen 2 knights 1 bodyguard 1 guild lordStrategy
If you are confident that your guild can deal damage and annihilate your opponent in a full front fight, then go out the front gate and head towards your opponent, there you will be faced with a full front fight to the death.
If you think that your guild is weak in an all out fight situation, then send two of your players around the back with the thief, and sneakily take out their NPCs while they are distracted at the front.
Be wary of being killed while ganking as there is a path from the center area to the back path which may allow for gankers to be surrounded and killed.
Another issue is that the flag stand is so isolated and away from the center area where teams normally fight that runners run the risk of being ambushed far away from their team.
A wide open area separates the two bases on the Uncharted Isle. From this area, paths branch off from one side to the flag stand and, on the opposite side, lead to a narrow path connecting the back doors of each base. The rear path lies far enough away that a split team can elude Compass detection from the players out front. The path to the flag stand stretches teams out as well, increasing the need for effective communication.