Oro Custom · Guild warfare
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.
Every frigate at sea, in real time. Each square is a navigation position; the thumbnails mark the shores where a rowboat can land.
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.
Your warship, commanded by the guild master. You power it up between battles.
Six naval theatres where two guilds clash, frigate against frigate.
A zeny investment chest that funds everything: upgrades, guardians, defences.
Every frigate sunk earns glory and points — the backbone of the naval ranking.
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.
Endurance is the gauge the enemy must drain to sink you. Chests are the loot torn from you if you lose.
A bare frigate sinks fast. Between wars, everything is prepared at the port.
Feed the war treasury with zeny. It pays for every upgrade and every guardian — and it's what the winner plunders.
The Master Carpenter raises your frigate from level 1 to 5: more endurance, more chests.
Between battles, patch the hull back up before sailing out again.
Archers and soldiers posted in the ship's rooms to repel boarders.
Defences that slow the enemy and protect the ship's core.
When the guild is ready, the master takes the helm and sets a course for a rival frigate. Two ships, one zone, one survivor.
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.
Naval war doesn't forgive: what one loses, the other takes.
Gather your guild, arm your frigate and open fire. The ocean waits only for the boldest.
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