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.
One guild, one ship. It all starts at the port, in front of the Master Carpenter, and only the guild leader can commission the build.
The tutorial then runs in a dedicated instance: your guild is alone in it, and nothing that happens there touches the real fleet.
With the materials delivered, the carpenter wants proof. He sends you aboard a pirate ship, in an instance that belongs to your guild alone: nothing that happens there touches the real fleet. Two decks to clear, then an Emperium to break.
You must be exactly four, from the same guild, in the same party, and all online. One disconnected member in the party blocks the start.
Pirate Skeleton ×115
Pirate Skeleton ×100
Skeleton General ×1
Emperium ×1
A bare frigate sinks fast. Between wars, everything is prepared on board and 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.
The command post: put to sea, set a course, see who is sailing, declare war, return to the quay.
He builds the rowboats, keeps the hold and decides when one goes into the water. He is how you set foot ashore.
Upgrading, repairing, sailing, declaring war, breaking off a fight: anything that commits the ship goes through the guild master. The rest of the crew fights, embarks and defends.
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 battle is not declared from afar: you have to go and find your opponent, pull alongside, and board.
Unlike a land WoE, taking the Emperium does not sink the enemy ship. Here is how a battle actually ends.
The battle stops at once. No ship sinks: the loser keeps their frigate and pays in spoils.
Only the frigate that runs out of combat time goes down. That is the one and only way to sink one.
If both reserves empty together, what is still standing on each side is counted: barricades, guardians, Emperium. The side pushed in deepest sinks.
The guild leader can break off at the helm. Fleeing costs 10% of the war chest and 1 victory point, and is refused if you have neither.
Naval war does not forgive: what one loses, the other takes. But losing a battle does not mean losing your ship.
A frigate does not beach itself. To set foot on land you have to put a rowboat in the water and row to a landing berth.
The gangway frees up the moment a rowboat pushes off: the next one leaves without waiting for the first to reach land.
Once the boat is full, latecomers wait for the next wave.
A beached rowboat stays on its shore with no time limit. It marks the berth and serves as its crew's way back.
Landing on a berth held by another guild throws their boat out, lost for good. No berth can ever stay blocked.
Gather your guild, arm your frigate and open fire. The ocean waits only for the boldest.
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