Naval War of Emperium

WoE, but out on the open sea. Your guild arms a frigate, grows it, and sails out to send rival fleets to the bottom. The Emperium has put out to sea.

The sea chart

Every frigate at sea, in real time. Each square is a navigation position; the thumbnails mark the shores where a rowboat can land.

A WoE that takes to the sea

Forget land castles. Here, every guild owns a warship frigate: a vessel you arm, reinforce, and hurl at rival fleets. The last one afloat takes everything.

One frigate per guild

Your warship, commanded by the guild master. You power it up between battles.

6 war zones

Six naval theatres where two guilds clash, frigate against frigate.

The war treasury

A zeny investment chest that funds everything: upgrades, guardians, defences.

Victory points

Every frigate sunk earns glory and points — the backbone of the naval ranking.

Your warship frigate

At the port, with the Master Carpenter, your guild arms its ship — and only the guild master decides its fate. Five levels, from fragile sloop to ship of the line: the higher the frigate, the longer it holds out in war and the more loot chests it carries.

Level Cost (treasury) Endurance Chests
Nv 1 5 min 3
Nv 2 10 M 10 min 5
Nv 3 25 M 15 min 7
Nv 4 50 M 25 min 10
Nv 5 100 M 60 min 15

Endurance is the gauge the enemy must drain to sink you. Chests are the loot torn from you if you lose.

Arm your ship before the storm

A bare frigate sinks fast. Between wars, everything is prepared at the port.

Invest

Feed the war treasury with zeny. It pays for every upgrade and every guardian — and it's what the winner plunders.

Upgrade

The Master Carpenter raises your frigate from level 1 to 5: more endurance, more chests.

Repair

Between battles, patch the hull back up before sailing out again.

Recruit guardians

Archers and soldiers posted in the ship's rooms to repel boarders.

Raise barricades

Defences that slow the enemy and protect the ship's core.

Weigh anchor for the assault

When the guild is ready, the master takes the helm and sets a course for a rival frigate. Two ships, one zone, one survivor.

  1. 1
    Take the helm
    At the helm, the guild master picks a target and declares war.
  2. 2
    The boarding
    Both crews tear into each other across decks and holds. Break through guardians and barricades to the enemy Emperium.
  3. 3
    Back on deck
    Fell in battle? You respawn straight on your frigate's deck. No long walk: back to the assault.
  4. 4
    The countdown
    Every frigate has an endurance gauge draining away. Hold out longer than your foe — or sink them first.
How you win

Destroy the enemy frigate's Emperium to send it to the bottom — or drain its endurance gauge before your own. The last frigate afloat wins the zone.

To the victor, the spoils

Naval war doesn't forgive: what one loses, the other takes.

If you win
  • You plunder half of the enemy's war treasury
  • You pocket their victory points
  • Your frigate stays afloat, richer and more feared
If you sink
  • Your frigate is sunk: back to level 1
  • Guardians and treasury go down with it
  • The ship becomes free again — another guild can claim it

Ready to set sail?

Gather your guild, arm your frigate and open fire. The ocean waits only for the boldest.

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