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    War of Emperium Guide by ragnaroknike

    Version: 1.1 | Updated: 12/06/05 | Printable Version | Search Guide | Bookmark Guide

    ~~~~~~~~~~~~~~~~~War of emperium Guide and Tips~~~~~~~~~~~~~~~~~~~~~~~
    ~~~~~~~~~By Matrix dragon(ragnaroknike) and its Guild mates~~~~~~~~~~~
    ~~~~~~~~~~~~~~~~~~~~~~~~~Copyright 2005/12~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    This infomanation in this guide is given by my friends and my guild mates who
    have experience and gone through alot of WOEs with me, I here by saying thanks
    to them.
    Table of contents
    1: Introduction of the guild war
       I: The basic concepts of guild war
       II: The guild skills and disable mode
       III: Defend strategy
       IX: The guild dungens
    2: The castles(with defense tips)
       I: Geffen
       II: Payon
       III: Prontera
       IX: Aldebaran
    3: The Advance class in work
       I: Lord knights
       II: Paladins
       III: Snipers
       IX: Clowns/gyspys
       X: High wizards
       XI: Scholars
       XII: Assasin cross
       XIII: Stalkers
       IV: High priests
       V: Champions
       VI: Mastersmiths
       VII: Biochemists
       VIII: Supernovices
    4: The guild leader section
       I: Using of guild leader skills
       II: The guild NPC
       III: The alliance funtion
       IX: The investment
       IXX: What a guild leader should do
    5: Tips
       I: Cards that are usefull
    6: Thanks and credits
    Introduction of the guild war
    The War of emperium also pronuce as WOE in short form is a event where guilds
    crashes together to get castles as their territory. The amount of guild members
    total is 52 members and the alliance functions helps in making a second guild
    and third guild. The biggest record is 5 castles hold by one guild. Before we
    begin the guide, the infomanation is given by my guidemates and it is true so
    don't think that it is not true. So lets begin the guide.
    The basic concepts of guild war
    You can create a guild by typeing a comand /guild and you will need an emperium
    to do so.
    This part is very familar as it is a logic part where you can find in guide
    books and websites. I will write it here for reffence.
    Four castles, prontera, geffen, payon and aldebaran, by conquaring the castle,
    the guild will be able to clam the castle as its own base. This is the basic
    concepts of the guild war.
    The guild skills and disable mode
    Since the update of the new patch, the new skills now have active skills to use
    now lets look at them.
    Offical guild approval
    Series: Passive
    Target: The guild
    Description: This is the only skill you need to get to attack the emperium,
    without this, your guild cannot even touch the emperium.
    Contract with kapra
    Series: Passive
    Target: The guild
    Description: This is the skill where guild leaders can apply kapra in their
    castles. This skill helps alot because with a kapra in their castle, they will
    not need to go back to the city to resupply again. The kapra provides storage
    and warp services as well as cart services.
    Guild extention
    Series: Passive
    Target: The guild
    Description: Without this skill, you cannot reach the amount of 52 guild
    members, this is usefull for a powerful guild.
    Guardian Research
    Series: Passive
    Target: The guild
    Description: Hire guardians, three types of guardians are hired. Archer
    guardian, soilder guardian and knight guardian.
    PS, the guardians:
    Archer guardians: They normaly stand at the front of the castles and entrance
    and normaly on second floor.
    Soilder guardians: They normaly stand inside of the castles
    Knight guardians: There is only one knight guardian and it is called the leader
    of the guardians and it normaly stands outside the emperium room or outside the
    emperium room.
    New guild skills
    Built up the guardian
    Series: Passive
    Target: The guild
    Description: Strengten the attack power and attack speed of the guardians but
    not the defense.
    Battle orders
    Series: Supportive
    Target: All guild members in the screan
    Description: Can only be used at guild war mode and guild leaders only. When
    cast, all the members in the screan will get +5 bounus in STR, INT, and DEX.
    Series: Supportive
    Target: All guild members in the screan
    Description: Can only be used at guild war mode and guild leaders only. When
    cast, all the members will recieve double HP recover rate to a maximum of X 3
    HP recover rate
    Great leadership
    Series: Passive
    Target: All guild members in the radius of 5 cells
    Description: All the members around the leader of 5X5 recieve the effect of STR
    Soul of cold
    Series: Passive
    Target: All guild members in the radius of 5 cells
    Description: All the members around the leader of 5X5 recieve the effect of AGI
    Wounds of glory
    Series: Passive
    Target: All guild members in the radius of 5 cells
    Description: All the members around the leader of 5X5 recieve the effect of VIT
    Sharp hawk eyes
    Series: Passive
    Target: All guild members in the radius of 5 cells
    Description: All the members around the leader of 5X5 recieve the effect of DEX
    Series: Supportive
    Target: All guild members in the screan.
    Description: This skill is use only in guild war and guild leaders only. Once
    cast, all the members HP will revcover to 90%
    Emergency call
    Series: Supportive
    Target: All guild members
    Description: This skill can only be use in guild war and by guild leaders only,
    once cast, all the members will appear beside you. It will summon all the
    members no matter where they are.
    Disable mode
    Do take note that some things and effects are useless in WOE as their effects
    are disabled.
    1: Attack power is not shown.
    2: All skills are simplifed.
    3: Guild logo is shown on top of the charecter.
    4: Some of the skills cannot be used.
    5: When charecter is dead, he will be teleported to the save point.
    6: Although skills have knock back effect like magnum break, it will just be a
    normal attack.
    7: Using of wing of fly and teleportation skills are not allowed, you are only
    allowed wing of butterfly.
    8: Effect of phem card is cancel. so those with casting can forget about
    casting sucessful spells.
    Defend strategy
    The castle defense is very important, here is what you can do
    1: Kill whatever champtions and casting charecter first, but I don't realy
    recomand this because it is a waste of time.
    2: Spawn whatever skills like firewall, stom gust, lord of vermilion, meteor
    stom and heaven drive at the entrance.
    3: Heal the emperium with sanctuary or gospel(gospel is comfirm usefull agasint
    4: Snipers must stand very very far away from the metee fighters and set traps
    on the entrance and at the back of the metee fighters.
    5: Tryu to kill whatever enermy you see along your way.
    6: Place your metee fighters at the front, assasin cross and champions behind
    at the emperium.
    7: On your runwatch and sight at all times.
    8: Always jam up the emperium room entrance with many people as possible
    Each castle has a gate(entrance) and a core(mainly the castle itself) but some
    don't have, but each castle defend strategy is still the same.
    The guild dungens
    The members of the guild of the castle can go to the guild dungens by finding
    the switch. It is somewhere around the castle, the dungen monsters are hard to
    kill and have alot of HP but tons of EXP.
    Prontera guild dungen monsters:
    Maya purple
    creamy fear
    leib oimai
    Geffen guild dungen monsters:
    Dark lord
    Dark illlusion
    Mini demon
    Warth dead
    Zombie prisoner
    Payon guild dungen monsters:
    Cat o nine tails
    Skeliton genaral
    Aldebaran guild dungen monsters:
    Anicent worm
    Owl baron
    Giant spider
    Giant hornet
    The castles(with defense tips)
    Geffen castles are the furtest castles and you can only get there by a warp.
    Their maze are very easy to broken so don worry.
    Geffen 12:
    This castle is the same as all the other geffen castles, they all have a gate
    which lead to a maze directly and after you broke through it, you will reach
    the core. Simple after this just find the emperium room.
    Defend tips: Put your high wizards at the entrance with a clown and gyspy as
    well as scholars. Do put some metee fighters too, champions and priest are
    compusary while the other stay in the emperium room. The high wizards MUST
    spawn the entrance or else the enermy will get through.
    Geffen 9:
    This castle has many gates, hard to break through but all lead to the same
    route to the core. This is also the hardest to defend so all the members are
    advise to stay inside the emperium room unless you have alliance to help.
    Defend tips: As mention earlier, this castle is definaly hard to defend but
    stay at the emperium room at all times. Put all metee fighters and as many
    people as possible. High wizards and scholars stand at the back and snipers
    stand at the back for surport.
    Geffen 2:
    Same as other geffen castles, I don have to explan much.
    Defend tips: Same as above, but this time spawn only at the entrance while the
    rest at the emperium room.
    Geffen 7:
    The maze is also very easy to broke through, once you reach the core, just find
    the emperium room.
    Defend tips: To defend this castle is very very easy, just spawn the gate and
    some at the entrance, I don have to explan much ether right?
    Geffen 5:
    The maze is also very easy to broke through, insisdde the core has two ways to
    the emperium room and ether way will lead you to there.
    Defend tips:
    The gate of this castle is very small, so your little spawning can mean big
    spawning, same as the above, just follow the intructions above. The emperium
    room has water pits for water ball.
    Other tips: Other than the above defending ways, there is another way by
    spawning dead brunches outside the castle. Since the field is gef_fild 13, you
    can spawn monsters but I don't realy recomand you to do this as it cause unfair
    to the enermies. The motive of this plan is to slow down the enermies and
    wasting their time and potions(best use for geffen 9) but the spawnmer itself
    will ahve to sacrifice itself so he/she is advise to wear a teleport clip or
    whatever but he/she must be level 99.
    Payon castles all have a big gate, but the maze inside the gate is very easy to
    break so this makes the defend very easy to broke. Even the emperium rooms of
    the payon castles itself is a maze.
    Payon 11:
    Just go inside and you can broke through the maze ad reach the core easily. But
    do take note that some archer guardians are standing on the floor.
    Defend tips: you will need two guilds in work in order to get the best defense,
    guild one will stand at the gate while guild two at the emperium room.
    Payon 12:
    Same thing, but don't lost your way inside the core as it has steps to confuse
    Defend tips: Since the gate is quite small and the whole castle itself is a
    maze, just put a little bit of spawn at the gate and some at the emperium room
    or you can follow the instructions above. One guild should be able to do it.
    Payon 2:
    Same as above, the maze is just a push over, just don lost yourself in the core
    thats all.
    Defend tips: to defend it is just a push over, just follow the instructions
    above but you will need two guilds in order to do it.
    Payon 6:
    The gate is like a big door, it is realy realy hard to get pass the defenders
    if it is heavily defended. But the core itself is quite easy to break through.
    Defend tips: You may need more than two guilds in order to do it, the gate
    itself is too big and a total amount of 2 guilds are used on the gate. One
    guild is also needed for the emperium room.
    Payon 5:
    It is almost the same as the other castles eccept payon 6, I myself have walk
    through this castle once so I cannot realy remember the maze inside but the
    gate itself is just nice and enough for one guild to defend while the others in
    the emperium room.
    Defend tips: As mention above, this castle is quite easy to defend but two
    guilds is needed.
    Other tips: This is one of the fiercest battles in WOE as payon castles is just
    located beside the city itself, so many guilds will definaly attack the castles
    here. You will need your alliance help in order to defend well.
    The prontera castles are rumored to give good tresures, many guilds attack it
    for this, but the weekness is all their gates are too big.
    Prontera 11:
    This castle's maze is easy to broke through but the core itself is very hard.
    By appearence it has many warp portals but sill it is very easy to broke
    Defend tips: The gate is very big and it is very hard to defend, a total of 3
    guilds will be needed to defend it. two guilds at the gate and one inside the
    emperium room. The two guilds at the gate is enough to stop enermies from
    coming in so those in the emperium room can rest unless you see those cloakers.
    Prontera 1:
    This is almost same as other prontera castles, the maze is also quite easy to
    broke through but do take note that the core inside is also a maze.
    Defend tips: Almost same as the other castles, just jam and spawn whatever you
    can. Follow the instructions above.
    Prontera center:
    This castle is located at the center of the prontera castles. The gate is also
    very big, same as the other castles, the core itself is also a maze.
    Defend tips: Same as the other prontera castles, but the gate may be very big
    so I will suggest put two and half guilds to defend while the rest in the
    emperium room.
    Prontera 7:
    The gate is very small and is also a maze. The core itself is also a maze so
    this makes the whole castle a complete maze. Still for emperium breakers, if
    you can go pass the defend just reach for the emperium room I believe the maze
    is very easy to break.
    Defend tips: Since the gate is very small, one and half guilds is enough, your
    alliance and some of your guild memebers should be enough for the gate while
    the rest in the emperium room.
    Prontera 5:
    Same as prontera 7, their structure is almost the same outside and the gate
    also, so just focus on the core's maze.
    Defend tips: Same as prontera 5, just spwan with one and half guilds at the
    gate and the rest in the emperium room.
    Aldebaran castle's gates are too big that it looks like it has no core, as a
    matter of fact, the whole castle itself is the core. The castles also have the
    hardest maze to break compair to the prontera castles as it has too many warp
    potrals here and there to confuse emperium breakers.
    Aldebaran 11:
    Completely very hard to break even the maze itself, I only walk in this castle
    once when I try to break it, I was killed by the defenders, so the best way is
    to walk in this castle befeore the WOE starts to memerise the emperium room. If
    not you will have a hard time finding it. Do take note of the floor structure.
    Defend tips: If I am right, the emperium room has water for water ball so
    scholars can save some deluge skill. Those in the emperium room can spread out
    around the room. High wizards try to stand at a part with water. Do remember to
    spawn area spells too. As for the entrance of the castle, just put whatever you
    can, so two guilds in total you will need for the defend of this castle.
    Aldebaran 7:
    The gate may be jamed with alot of defenders, it is also hard to break the
    maze, so same as above, figure out the maze before WOE starts.
    Defend tips: Since the gate itself is the castle and it has steps to the second
    floor, snipers can stand at the second floor where the archer guardians are
    standing and shoot the enermies. Jam the metee fighters at the gate to block
    the entrace and it should be enough to block everything unless a gang bang*
    happen. So for the best defense, two guilds are needed. The emperium room
    should have water for water ball skill.
    *Gang bang: A gang bang happens when the enermy guild rush in together as a
    team and it may be able to break the defense at the gate even the strongest
    Aldebaran 6:
    Just beside aldebaran 7, The gate is far too big, so emperium breakers have the
    chance to broke through the maze very quicky but the best way is the memerize
    the while maze before WOE starts.
    Defend tips: The best is to use three guilds together, one at the emperium room
    while two jam up the gate to prevent any gang bang or anything to slip pass.
    Snipers can stand with the archer gurdians at the second floor. The emperium
    room structure is also very small so try to put high wizards at water sports if
    there are any and metee fighters at the entrance of the room.
    Aldebaran 5:
    I think this castle is also very hard to break as it has many warp potrals,
    same as above memerize before breaking. If i am right, the emperium also have
    warp potrals.
    Defend tips: The gate itself is not too big but still you must jam up the
    entrance with one guild and one in the emperium room so two guilds is needed.
    The emperium also has water for water ball.
    Aldebaran 1:
    It is the same as any aldebaran castles, just follow the instructions above.
    Defend tips: almost the same, two guilds are needed, emperium room should have
    water pits for water ball while jaming up the entrance.
    The Advance class in work
    The update of the advance reborn class has make WOE a more fun event to play
    especialy the champions, they can cast asura strike with just a few skills.
    Stalkers also can strip enermy's equipment with one skill. Here is the list of
    the advance class and what they should do.
    Lord knights
    Amount needed: More than 10, max 20.
    Types: Spear lancer(any amount), AGI two hand(1 is enough), Dual(1 is enough),
    VIT tankers(5-8), Bersek emperium breakers(1-5), AGI ctrical(1 is enough)
    Postion standing: At the front of the gate if you are defending at the gate and
    at the entrance of the emperium if you are defending at the room. AGI types
    stand beside the emperium, tankers can stand at the front. The emperium
    breakers can solo castles but when defending, you have to on your bersek while
    standing beside the emperium.
    Amount needed: Max amount 15 is enough.
    Types: Devotion(amount is needed when slotting your members into party, make
    sure each party has at least one devotion paladin), Sheld(5-8), Tankers(5-8),
    AGI spear(1, also can break emperium)
    Position standing: The devotion paladins must stand together with their party
    members at all times and on your sacrifice skill when enermy gets closer. Sheld
    types and tankers can stand at the front with the metee fighters. AGI spear
    types beside the emperium, you can go and break castles if you want but be very
    careful. Those who have gospel can on gospel near the emperium or with your
    party members, do not spawn gospel anywhere.
    Gospel: On gospel when you are striped or when you are near your party, for
    those AGI paladins who have gospel, spawn it whenever the emperium is heavily
    Amount needed: Max amount 10
    Types: Any types, just not more than 10.
    Postion standing: At the back of the metee fighters at the emperium room, whole
    defending at the gate, also stand at the back. Remember to spawn traps too, and
    on your detect whenever you see assasin cross hiding.
    Traps: Set traps at the back of the metee fighters incase any tankers or
    emperium breakers escape. Spawn alot of ankle snares follow by any traps you
    want, it is comfirmed that the traps do work.
    Extra note: when you need them, always keep a pair and always slot them into
    Amount needed: Any amount as long as they are in a pair.
    Types: Any types as long as they are in a pair.
    Postion standing: Those with poem stand with the high wizards, those with
    arrows stand with the snipers, those with apple stand near the emperium while
    those with arrow vulcans with the snipers.
    Apple of idun: Use this skill when the emperium is under attack to heal the
    emperium together with sanctuary and gospel.
    Loki's well: Use this combo skill only when there are enermies.
    Scream and froze joker: Use this skills when there are enermies, you may even
    stun your own guild mates but at low chance.
    High wizards
    Amount needed: Not more than 10 as lonf as they can cast different area spells.
    Types: Any types as long as have area spells(not more than 10)
    Postion standing: Some at water pits if the castle has water pits at the
    emperium room. Those with no water pits can stand at anywhere as long as you
    can spawn spells at the entrance. Always on sight at all times, those with
    safty wall can cast around your party members and yourself.
    Spawning of spells: Don't care whatever stom gust, meteor stom, lord of
    vermilion or heaven drive, just spawn whatever you got. Heaven drive may be
    small but it can also be deadly. All four area spells muct combine so that the
    enermies will recieve different element status.
    Amount needed: Not more than 5
    Types: Element type with no deluge and land protect(1), Element type with
    duluge and land protect(as many as you want), Battle types(1 or optional),
    other types(any amount)
    Postion standing: Near the high wizards or beside your party, spawn deluge
    whenever you can so that water can be used. Those with heaven drives must also
    help to spawn with the wizards, tunder stoms can also be used. Spawn land
    protect whenever there are enermy high wizards. In your sight at all times. Use
    froze driver, fire wall and spiderweb when danger rise.
    Froze driver: You ae the only one who can use froze driver as the high wizards
    are busy with their spawing jobs, use this skill whenever there are enermies
    who escape from the defense of the metee fighters.
    Fire wall: A total of three fire walls can be cast, so just spawn it at the
    entrance or at the gate when there is no enermy or there is enermy, block them
    from coming in.
    Spiderweb: Spawn this webs with the traps, it is best to trap the enermies who
    escape so that the snipers can handle them.
    Assasin cross
    Amount needed: Max amount 8
    Types: Emperium breaker(any amount), Soul breakers(not more than 5), Others(any
    Postion standing: Near the emperium, spawn venon dust around the emperium. Soul
    breakers can stand at the front with the metee fighters and spawn venon dust to
    posion the enermies. Emperium breakers must cloak into enermy castle to break
    the emperium.
    Note to emperium breakers: When you the time, it is best to go to any castle
    you want to memerize the structrue and the maze in order to break the castle.
    Venon dust: Spawn venon dust at the entrance or at the emperium to posion the
    enermy emperium breakers.
    Amount needed: Not more than 5
    Types: Stripers(max amount 5), AGI dagger(1), Bow(1-2)
    Postion standing: Stripers stand at the front to strip the enermies equipments
    off, the bow types with the snipers and the AGI dagger at near the emperium.
    Copied skills: If you have copy a stom gust or any area skill, cast it
    whereever you are at the entrance.
    Full strip: Use only full strip, you don't have the time for so many strips.
    Sword reject: Don't use this skill, it is useless, since only for sword and
    dagger types, how many class are using it. It is not worth it. Those with
    sacrifice still can kill you.
    Note to bow types: If you have full strip skill, use it whenever there are
    escaped enermies and take off their equipments, you may have to switch weapons.
    High priests
    Amount needed: Amount is decided when you slot your members into party.
    Types: Turn undead and magnus(1 as long as they have surport skills and safty
    wall), VIT tankers(any amount), party surport(acording to party), Battle
    types(1 or optional)
    Postion standing: Always stand at the emperium or near your party members,
    Those battle types can spawn magun break. Those turn undead and magnus types
    must stand near the emperium to spawn safty wall. Tankers can stand infront or
    near party members. On runwatch all the time.
    Note to tankers: Always use a ghostring amour, use your asumption skill and AGI
    up with bless, use your kyrle skill also. You can survife asura with the above
    skill and equipment used.
    Safty wall: Those turn undead and magnus types should have this skill, this
    skil can be cast around the emperium to prevent from touching the emperium even
    one single damage.
    Santuary: Use this skill whenever the emperium is undead attack, leave the
    emperium breakers to the champions so don't worry about the heal amount the
    breaker recieve.
    Warp portal: Always use warp portals to go to castles, it is the most fastest
    way even when your castle is beside the city. Before the WOE starts, go to
    every castle and save the warp point but you can use teleport to return to save
    Asperio: When an emperium breaker attacks the emperium, use asperio to the
    breaker so that the weapon becomes holy and he cannot hit anymore.
    Note to champions: All champions must have the skill asura strike even for the
    AGI combo monk.
    Amount needed: Any amount not more than 15
    Types: DEX asura(any amount the more the better), AGI combo(1), VIT tankers(1-5)
    Postion standing: Near the emperium, tankers infront or near the emperium, AGI
    combo monks must use the chain crush combo to lunch asura strike. Kill any
    emperium breakers with asura strike and on your runwatch.
    Note to AGI combo champions: Triple blows>>>quadraple blows>>>the way of
    dragon>>>chain crush combo>>>asura strike. Always use the combo above to lunch
    asura strike, it is the best combo skill agasint the emperium breakers.
    Note to all champions: No matter you are what types, always bring alot of blue
    potions or royal jellys.
    Note to mastersmiths: All mastersmith must have the skill meltdown and
    Amount needed: Max amount 10, the more the better.
    Types: Tankers(1-5), AGI battle(1), other types(any amount)
    Postion standing: Stand at the front with the metee fighters, AGI types stand
    near the emperium with your meltdown ready to melt any emperium breaker's
    weapons and amour. Tankers at the front.
    Melting of equipments: You must always use this skill, some enermies may be
    wearing ghostring card amour or golden bug sheld, sometimes orc lord amour or
    maya sheld.
    Repair weapons: Help your members to repair the broken weapons whenever you can.
    Hammerfall: Spawn hammerfalls whenever there are enermies.
    Note to biochemists: You must have the skill demonstration, and other potion
    skills. Potion pitcher are excluded, most important is the full chemical
    Amount needed: AGI battle(1), VIT tankers(max amount 5), others(any amount),
    potion makers(Optional you will need it if the biochemist in your guild needs
    the potions)
    Potion standing: At the front with the metee fighters same for the tankers, AGI
    types near the emperium while spawning potion skill like demonstration and acid
    terror. Summon a few floras and marine sphere too, it helps alot.
    Demonstration: This skill breaks the enermy's equipment by chance, this is a
    add on skill to the mastersmith's meltdown. Spawn as many as you can at the
    Note: Never invite any supernovice unless your guild is very strong.
    Amount needed: Optional
    Types: Casting type(1), AGI type(1)
    Postion standing: casting types may join the wizards while the AGI types may
    stand near the emperium.
    Note: Those who have fire wall may spawn them, those who have surport skills
    may use them.
    The guild leader section
    Important: This section is for the guild leaders only, those who are not guild
    leaders can don't need to read this. The infomanation below is given by my
    guild leader.
    Using of guild leader skills
    Skills like the Soul of cold or Wounds of glory can cast anytime you want. But
    do take note that once cast, you cannot use any guild skills for 5 minutes.
    Using of emergency call:
    This is a very important skill, it summons all your members no matter where
    they are, use this skill only when the emperium is under attack. Once the
    emperium is under attack by one emperium breaker, use this right away, you
    cannot waste anytime or chances.
    Positon of standing for guild leaders: It is best for the leader to stand at
    the emperium, so that when the breakers are here, you can cast emergency call
    easy. Do not let them disturb or hit you or the casting will be break.
    The guild NPC
    this part can be found in guide books, you can refer to them as well, I will
    write it here for reffence.
    1: Moniter the condition of guild base
    This optional lets th guild leader to moniter the condition of the guild castle.
    2: Investment of guild base buiness development
    This option lets you invest in the buiness so that it will produce rare
    tresures in the tresure room. If the buiness develop level is low, you will
    only get normal item or empty tresure boxes.
    3: Investment in guild castle defense
    This option lets you make the guild more tough and stronger, I cannot comfirm
    this is true but it is very important too.
    4: Establish/repair of guardians
    Hire guardians through this option, always hire all of them, if a guardian is
    dead, you can repair it.
    5: Recruit and dismiss of kapra
    You can hire your kapra through this option, since you have to resupply your
    items, you will need a kapra for easy use. You can dismiss them through this
    option also.
    6: Move to guild secret warehouse
    This option lets you move to the tresure boxes, once all the boxxes are opened,
    you have to wait for a long time before the boxes will appear.
    Note: the higher the buiness development, the more rare tresure you will get.
    Abandon castle:
    This option lets you abandom the castle, be very wise when doing this, if you
    cannot defend the castle anymore, you will use this. After that the castle will
    be a heaven of monsters and MVPs and you have to attack again and the guild who
    break the emperium first will be the master of the castle.
    Using of the abandon castle option: When you want to get rid of many enermies,
    this is the only option, once you use this all the people in the castle will be
    transfer out. So use this only when the time is needed or you cannot defend
    The alliance function
    When a guild leader right click on the other guild's leader or member, there is
    a option to make an aliance with the guild.
    What is alliance?: Alliance is to make friends, the more friends the better.
    You can have a total amount of 3 aliance, you cannot attack their castle or
    members or each other in WOE. If your alliance's guild is very strong, you earn
    it so make sure you make alliance with a strong guild.
    Imaginary alliance: What is this? Well, when your alliance list is full and you
    want to make another alliance, you can contact the guild leader by talking to
    him. Once the leader accepts, the alliance is made. The two guilds must not
    enter each other castles and attack each other castles but you can sent some of
    your members to help them just don't hit them by mistake.
    The investment
    Since investment for the castles need alot of RO zeny, it is best for every
    member to share money to invest in it.
    What a guild leader should do
    All guild leader must know what to do at all times, here is the list you must
    do in order to be a good leader.
    1: Share your rare tresures with your members
    Borrow them the rare tresures and everyone mush have the chance. If you have
    ten helm of sun god, you can give them to your members.
    2: Respect everyone
    This is very important, some leaders look down on weaker class like the spear
    paladins and two handed knights. Remember, everyone is usefull in WOE, they
    each have their jobs to do so respect everyone is the first step to become a
    good leader. Accept anyone who wants to join your guild.
    3: Sent a spy outside your castle
    Sent a spy outside your castle to check welther there are any enermies. If
    there realy are, then the spy must report to you how many enermies are there so
    that you can give the comand to the defenders at the gate to prepair.
    PS: This goes to the guild leader who is defending at the gate.
    4: Give your comands in capital letters
    Some members don't know each other names, always talk in capital letters.
    5: Always attack castles in a group
    Gather all your members together and gang bang the enermy's castle defense.
    6: Sending of emperium breakers:
    If the situation in your castle has stabled, you can sent some emperium
    breakers to break other castles if you want. Do this only when the castle is
    7: Be happy
    The most important thing in WOE is to have fun, do not treat it like a real war
    when even you meet outside you fight. It is just a game.
    This section give you usefull tips abount the cards you have to use.
    Who wants to play cards? Here is the selection of cards you can use for WOE.
    Doppleganger: For AGI charecters who wants to have speed to kill enermies.
    Skel worker: For killing enermies, it gives bounus damage to people since they
    are medium size.
    Hydra: The main card for fighting agasint people, gives addtional damage when
    use agasint people.
    Mummy: For those high flee rate jobs.
    Phreeoni: For those high flee rate jobs, can replace mummy card.
    Status cards
    Below are the usefull status cards you can use.
    Magnolia: Give curses to enermies.
    Metaller: Gives slient to prevent enermies from using skill.
    Marina: Freeze the enermies, good agasint enermies who are using golden bug
    Here is the list of cards you can use for WOE in your amour
    Ghostring: For high VIt tankers like paladins and lord knights and high priests.
    Marc: Use this card to prevent stom gust from freezing you, also good agasint
    froze driver.
    Orc lord card: For AGI charecters who want to kill enermies more easy by
    reflecting the damage recieved.
    Angeling: Decrease the element damage recieve from the area spells but not good
    to use, this is just to save some potions.
    Pupa: For more HP uses
    Here is the list of cards you can use for your headgear.
    Deviruchi: For those AGI charecters who are afraid of losing any flee rate.
    Marduk: For high wizards who are afraid of slient status.
    Orc hero: For those who want to avoid the hammerfalls and bashs
    Mistress: For those scholars and high priest who wants to use skills like safty
    wall, warp or land protect.
    Pharaoh: For those who wants to spawn alot of skills.
    Raydric: For the deduction of the neutral element means that the damage done to
    you will be decrease.
    Frlldora: For those breaksers like the bersek lord knight and spear paladins
    but this is optional since you can only use level 1 cloaking.
    Thara frog: The most basic card, you will need this if you are using a sheld.
    Horn: Good agasint sniper's arrow attacks.
    Golden bug: For those tankers who wants to save some pots for more damage. All
    the area spells are useless to you now.
    Maya: For those who wants to survife magic spells and reflecting damage back to
    them, too bad the damage you done to enermies is only 1
    The list of cards for the shoes are here.
    Matyr: For more HP uses.
    Verit: For more SP uses.
    Moonlight flower: For fast walking speed, this is best for escaping from
    enermies who are chasing you.
    Marine sphere: For battle high priests only
    Spore: For more VIT and HP
    Mantis: For more STR uses
    Smokie: For hiding purpose but still it is useless as the high wizards and high
    priest will sight and runwatch
    Orisis: When you are dead and you are teleport back to the city, you can save
    the heal and potions you waste.
    Zerom: For more DEX uses.
    Kurle: For more AGI purpose.
    Horong: For those who wants to solo and sight the hidden enrmies.
    I have come to the end of the guide, thank you for reading it.
    Thanks and credits
    Gravity for creating the event of WOE and the game.
    All my friends who provide so many informanation on how to defend the castles
    and the cards.
    My guild ethos of destruction, without them I will not have complete this guide.
    My friends in other guilds of penril who give me alot of informanation also.
    And lastly, gamefaqs on posting this guide.