War of Emperium 2

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For information on WoE, see War of Emperium


The second edition of the War of Emperium system involves the addition of two new castle groups: one adjacent to Juno and another near Rachel. The Schwartzwald castles are designed to mimic the styles of Lighthalzen and Juno, and the Arunafeltz castles are designed to mimic the various areas on the Arunafeltz region.

This new version of WoE places much more emphasis on defensive battle tactics, and is very different from the first version. The highlight of the new system are the new maps, which unlike the old system, does away with warp portals and precasting entirely, and has the entire fort as one section. New options have been given to defenders to allow them to have an easier time to defend a castle of this style.

War of Emperium 2 is a server-activated mode, meaning, it is only enabled at certain periods of time.


  • Guild Authorization NPC has been added to all open castles.
    • If you attempt to enter a castle without a guild you will be warped to your save point.
    • If you attempt to enter without a guild 3 times, you will be jailed for 2 hours.
    • All subsequent attempts will also result in a 2 hour jail.
  • Emperium HP is increased to 10,000,000 HP.


All times in Server Time. If you are unsure what that means for your timezone, check the current Server Time by @time. Server Time is UTC+8.

Time Wednesday
09:00 - 11:00
WoE 1

* Mardol
* Viblainn

15:00 - 17:00 WoE 2

* Cyr
* Andlangr

Battle System

The rules of battle are generally the same as the original War of Emperium. All damage formulas and ally statuses are the same. The following additions are the main points of difference between the two. In addition, High Jump is also disabled in WoE:SE.

Guardian Stones

Within a castle there is one Emperium and two Guardian Stones. The Guardian Stones main purpose is to prevent enemies from advancing. These Guardian Stones are the first line of defense for a castle. While the Guardian Stones are alive, an indestructible barrier blocks access to the first barricade of the fort. This barricade vanishes once both Guardian Stones are destroyed, allowing attackers access to the fort.

The Guardian Stones may be revived at any time by bringing the proper items. If both Guardian Stones are restored, the barrier will again reactivate. Note that even though the barrier will block access to the fort proper, enemies that have already passed this barrier when it is restored are still able to destroy the other barricades and potentially destroy the castle's Emperium.

Any player on the defending guild team may repair a destroyed Guardian Stone presuming they bring the correct items. Allied guild players are unable to restore Guardian Stones. A Guardian Stone cannot be repaired until 8 minutes has passed since it was destroyed. If both guardian stones are destroyed, the main gate will not be restored until both stones are repaired. The items required to repair the stones are as follows:

The order for the start would be: Stone, Elunium, and Oridecon. The gemstone order varies/changes every repair.


In addition to protecting the main gate to the castle, the Guardian Stones periodically summon Guardians. The number of Guardians that are summoned is proportional to the defense rating of the castle. The higher the defense rating, the more Guardians that will be summoned by the Guardian Stones.

Guardians are summoned automatically and do not need to be manually installed, unlike the original WoE system. Any killed Guardians will be replaced after a length of time. If the Guardian Stone that summoned it is destroyed, however, the Guardian becomes inactive and dies. Guardians are of the Demi Human race.

The Guardians in WoE:SE are much stronger than those in WoE 1. Their attack strength is on par with the Guardians seen in the dungeon Thor's Volcano.


The Barricades are the second line of defense in a castle should the Guardian Stones fall. If the Guardian Stones are both destroyed the enemy will then be able to infiltrate the castle, so these barricades provide additional defense.

All WoE:SE castles have three sets of barricades. These barricades create a line of impassible ground, preventing all players from passing. A barricade is made up of a series of pieces, ranging from 4 to 8 blocks. All of the pieces must be destroyed before players are allowed to pass. Unlike the emperium, barricades may be targeted by regular offensive and supportive skills, such as Heal.

Destroyed barricade blocks cannot be replaced while War of Emperium is active. When a castle is captured, the barricades are not automatically installed. However, a guild leader can choose to install them at any time by bringing the required items to the barricade. To repair the barricades, talk to the control NPC next to each barricade. Only the guild leader is able to install barricades. Barricades must be repaired in order, starting with the one closest to the emperium. The items required to replace the barricades are:

  • Barricades now take 1 damage with each hit instead of normal damage. They also now have 250 HP.

Guild Flags

Placed throughout the castle are 12 "Link Flags". The Link Flags provide fast movement throughout the castle for the defending guild. Each of these flags are paired with a flag usually located in the back of the Emperium room. Each set has a matching name, and by using these flags, you can travel directly to and from the Emperium room and each flag throughout the fort.

In addition to the Link Flags, the flags directly outside the castle allows the guild members to warp inside. This is just like existing WoE flags. These flags take you past the final barricade into the emperium room, and usually close to the Link Flags. A defending guild can use this to warp into the castle and then re-deploy at any needed location in the castle without fear of harassment from enemies.

Only members of the guild who own the castle may use the flags, they cannot be used by allied, rival, or miscellaneous guilds.

Guild Dungeons

Each realm has its own private guild dungeon which can only be accessed by members of a guild currently holding a castle in that realm. Guild dungeons usually have somewhat more dangerous monsters than average dungeons, but also provide enhanced experience. Each guild dungeon has its own MVP monster and its own miniboss monster which usually have longer spawn times than those found outside. However, along with being filled with more dangerous monsters than usual, guild dungeons are all PvP enabled; thus all guilds which are not allied to a player's will be able attack and be attacked by members of that player's guild. It is strongly encouraged to exercise caution when venturing into a guild dungeon, as like all normal dungeons, experience is lost when a player dies.

  • All mobs within these dungeons have received major buffs to both stats and skills