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War of EmperiumThe overall goal is to destroy an enemy guild's Emperium, situated at the heart of their castle (always on level four, commonly referred to as "the Emp room"). Destroying their Emperium will allow the guild of the player who hit it last to overtake said Castle as theirs until either another guild destroys the Emperium or WoE ends (WoE mode will not stop until the designated WoE time is over). Because of this, it is common practice for guilds to attempt to hold off on breaking the Emperium of a castle they wish to capture until WoE is almost over, rather than breaking it near the start and having to defend their Castle for the full two hours of WoE. Guilds often make alliances for mutual benefits of keeping the Castles and keeping would-be conquerors at bay by cooperating. Allying with another guild renders the members of the guilds unable to harm each other as if they were in the same guild. They will also be unable to attack or be attacked by the guardians of a castle an ally has, nor will they be able to attack the Emperium of a castle an ally has control over. During WoE time alliances may not be created or disbanded between guilds. It is impossible to leave a guild inside of a castle, and it is also impossible to expell someone from a guild while inside a castle. To destroy an Emperium, enemy players must directly attack it. Emperiums are invulnerable against all forms of damage except direct physical attacks (passive skills like Double Attack will work on it, but active skills will not; long-range attacks from bows will also connect but these do suffer a -25% damage penalty during WoE). The Emperium is of the Angel race, Holy 1 element, and small sized. War of Emperium 2The 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, the following skills are also disabled in WoE:SE. Guardian StonesWithin 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, and if they can be protected, a perfect defense is possible and attackers will be unable to enter the interior of the castle. The location of these Guardian Stones are usually referred to as defense points or strategic points. While alive, an indestructible barrier blocks access to the first barricade of the fort. This barricade vanishes once both Guardian Stones are destroyed. The guardian stones, unlike the Emperium are vulnerable to normal attack and supportive skills. The guardian stones can 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 castles emperium. While the strategic importance of holding the guardian stones cannot be overstated, the guardian stones also provide an additional role of summoning guardian soldiers. These guardians are similar in strength to those found in the Volcano Thor dungeon, and are quite powerful. The number of guardians that will be summoned depends on the defense rating of the castle, and killed guardians will automatically be resummoned after a period of time. If the guardian stone is destroyed, the guardian soldiers that it had summoned will be destroyed as well. Any player on the defending guild team can 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 become destroyed, the main gate will not be restored until both stones are repaired, but having one active will still allow guardians to be summoned (though only half as many as if two guardian stones were active). BarricadesThe 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. In all WoE:SE castles there are 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 4-8 blocks. All of these pieces must be destroyed before players are allowed to pass. Unlike the emperium, barricades can be targeted by regular offensive and supportive skills (such as heal). Destroyed barricade blocks cannot be replaced by the defending team while War of Emperium is currently active. When you first capture a fort, the barricades are not automatically installed, but the guild leader can choose to install them at any time by bringing the required items to the barricade (a control NPC exists 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.
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