PvP & GvG更新: 2026/7/16

Ragnarok The New World War of Emperiumガイド

Complete War of Emperium guide for Ragnarok The New World. GvG castle siege mechanics, guild strategies, essential classes, castle economy, and defense and attack tactics for guild victory.

War of Emperium Guide

The War of Emperium is the flagship guild-versus-guild content in Ragnarok The New World, pitting guilds against each other in strategic castle siege battles where coordination, class composition, and tactical execution determine which guild controls valuable territory. Unlike the small-scale PvP Arena, the War of Emperium involves dozens of players from multiple guilds simultaneously, creating large-scale battles that demand guild leadership, role assignment, and real-time strategic adaptation. This guide covers every aspect of the War of Emperium system, from basic siege mechanics and castle economy to advanced attack and defense strategies.

The War of Emperium runs on a fixed schedule, typically occurring twice per week for a two-hour window. During this window, guilds can attack castles controlled by other guilds or defend their own holdings. The guild that destroys the Emperium crystal at the heart of a castle claims ownership until the next War of Emperium session. Castle ownership provides ongoing economic benefits including treasury income, exclusive NPC access, and guild prestige that attracts recruitment.

Siege Mechanics

Castle Structure

Each castle features a multi-layered defense structure with outer walls, inner fortifications, and the Emperium room at the center. The attacking guild must breach each layer sequentially to reach the Emperium. Defensive structures include barricades that must be destroyed, narrow corridors that favor defenders, and guard spawns that attack invaders.

Emperium Crystal

The Emperium crystal is the capture objective located in the innermost room of the castle. Destroying the Emperium transfers castle ownership to the attacking guild. The Emperium has substantial HP and takes reduced damage from most attacks, requiring sustained DPS focus to break. The Emperium does not fight back, but the defending guild protects it fiercely.

Battle Rules

During War of Emperium, the following rules apply:

  • Friendly fire is disabled between guild members and allied guilds
  • Resurrection is available through Priest skills at designated respawn points
  • Consumable items can be used freely during the siege
  • Guild alliances allow coordinated multi-guild attacks or defenses
  • The siege ends when the two-hour window expires, with the last guild to break the Emperium retaining the castle

Essential Classes for War of Emperium

Frontline Defense: Knight

Knights form the defensive frontline that blocks enemy advances through narrow castle corridors. The Knight's Provoke forces attacking DPS to target the Knight instead of the Emperium or supporting healers. Multiple Knights create a wall of high-HP characters that attackers must chew through before reaching the inner castle. The Knight build guide covers tank-optimized skill allocations for siege warfare.

Siege DPS: Wizard

Wizards provide the AoE damage output needed for both offense and defense. On defense, Storm Gust and Meteor Storm fill narrow corridors with damage, punishing attacking groups that must cluster to advance. On offense, Wizards break barricades and clear defensive clusters. The Wizard's siege value comes from area denial — a well-positioned Wizard makes a corridor impassable without coordinated disruption. The GvG strategy guide covers Wizard positioning in detail.

Burst Elimination: Assassin

Assassins serve as surgical strike units during sieges, infiltrating past the frontline to target enemy Priests and Wizards. A single Assassin eliminating an enemy Priest creates a healing gap that cascades into a failed defense. The Assassin's Sonic Blow burst kills most backline targets within one combo, making them the highest-value single-target unit in siege warfare.

Sustain Core: Priest

Priests are the most essential class in the War of Emperium. Without healing, frontline Knights fall to sustained damage, and backline DPS cannot survive AoE pressure. The recommended Priest-to-member ratio is one Priest per four combat members. Guilds that skimp on Priests lose sieges to attrition, regardless of their DPS strength.

Supporting DPS: Hunter

Hunters provide sustained ranged damage from safe positions behind the Knight frontline. In castle corridors, the Hunter's ADL attacks consistently damage targets that the Wizard's AoE may miss. The Hunter also provides trap placement that slows enemy advances through corridors, creating tactical bottlenecks.

Guild Strategy

Defense Strategy

A strong defense layers multiple defensive positions throughout the castle:

  1. Outer Wall: Knights and Hunters slow the initial assault
  2. First Corridor: Wizards fill the corridor with AoE damage
  3. Barricade Line: Knights hold the barricade while Priests sustain
  4. Inner Corridor: Second Wizard layer for additional damage
  5. Emperium Room: Final Knight wall protecting the crystal

Each layer should be staffed with dedicated defenders who do not leave their position to chase attackers. The layered defense forces attackers to commit resources at each layer, depleting their strength before they reach the Emperium.

Attack Strategy

Successful castle attacks require coordinated push timing:

  1. Gather: Assemble the full attacking force outside the castle
  2. Push: Commit all attackers simultaneously through one entry point
  3. Break Layers: Wizards clear each defensive layer, Knights absorb retaliatory damage
  4. Target Priests: Assassins prioritize enemy Priests to break sustain
  5. Push Emperium: Once the defense is broken, all DPS focuses the Emperium

The critical attack principle is concentration of force. Splitting the attack across multiple entry points dilutes DPS and allows the defense to handle each group separately. A single concentrated push overwhelms each defensive layer through sheer numbers.

Alliance Coordination

Large guilds may ally with smaller guilds to coordinate multi-front attacks. Allied guilds attack secondary entry points to draw defenders away from the primary push. Alliance coordination requires pre-siege planning and in-siege communication through voice channels.

Alliance Roles and Responsibilities: The lead guild in an alliance typically takes the primary attack role, committing the largest force to the main entry point. Allied support guilds handle diversionary attacks on secondary entry points, distraction raids on other castles the defending guild owns, and perimeter defense to prevent enemy reinforcements from reaching the siege. Each allied guild leader must have a dedicated voice channel for real-time coordination, as timing misalignment between allied pushes wastes the distraction value.

Alliance Betrayal Risk: In some competitive environments, alliance agreements can shift during a siege. A supporting guild may break from the alliance to capture the castle themselves if they reach the Emperium first. Lead guilds mitigate this risk by having a designated Emperium-breaking team that arrives at the crystal before allied forces. Trust in alliances is built over repeated siege cooperation, and established alliances outperform ad-hoc partnerships significantly.

Castle Selection Strategy

Choosing Which Castle to Attack

Not all castles are equal targets. The strategic value of a castle depends on its tier, current defender strength, and proximity to other guild holdings. Attacking a high-tier castle with weak defense provides the best return on investment, while attacking a well-defended high-tier castle may cost more resources than the castle generates in income.

Castle Assessment Checklist:

  1. Income value: Does the daily treasury income justify the siege investment?
  2. Defender strength: How many defenders does the owning guild typically field?
  3. Alliance network: Is the defending guild allied with other guilds that may reinforce?
  4. Geographic position: Is the castle near your guild's other holdings for mutual defense?
  5. Contest level: How many other guilds will likely attack the same castle?

Defending Multiple Castles

Guilds that own multiple castles face the strategic challenge of splitting defense forces. Each castle requires a minimum defense team, and spreading too thin leaves all castles vulnerable. The recommended approach is to designate one primary castle for full defense and allocate minimal token defense to secondary castles. Losing a secondary castle costs less than losing the primary castle because the guild concentrates its best defenders where the economic return is highest.

Pre-Siege Preparation

Consumable Stockpiling

Every siege participant should arrive with a full complement of consumables. Running out of potions mid-siege removes you from effective combat and forces a return trip to restock, costing precious minutes during the two-hour window. The recommended consumable loadout includes:

  • Healing Potions: 200+ White Potions per attendee
  • SP Recovery: 100+ Blue Potions for Wizards and Priests
  • Buff Scrolls: At least 5 Blessing and Increase AGI scrolls per person
  • Elemental Converters: For weapon element switching against specific defensive setups
  • Grape Juice: SP recovery for extended Priest healing sessions

Communication Setup

Successful sieges require voice communication. Text chat during combat is too slow for tactical calls. The guild should establish a voice channel hierarchy: guild leader as the overall commander, team leaders for each defensive layer or attack group, and a dedicated caller who tracks enemy movements and calls target switches. Practice the communication flow in PvP arena matches before the siege to build familiarity.

Castle Economy

Treasury Income

Owning a castle provides daily treasury income in Zeny and items. The treasury accumulates over time and guild leaders can distribute funds to members. Higher-tier castles provide greater treasury income, making them more contested and valuable.

Castle TierDaily IncomeWeekly IncomeContest Level
Low50K-100K350K-700KLow
Medium150K-300K1M-2MMedium
High500K-1M3.5M-7MVery High

The castle income supplements guild Zeny farming and funds guild activities including siege preparation consumables and equipment investments for members.

Exclusive NPCs

Castle owners gain access to exclusive NPCs inside the castle, including special merchants, unique crafting stations, and the castle treasury manager. These NPCs provide items and services unavailable to non-owners, creating additional economic value beyond direct Zeny income.

Castle Investment ROI

Understanding the return on investment for castle ownership helps guilds decide how much to invest in siege preparation. A medium-tier castle generating 200K Zeny daily pays for siege consumables (approximately 500K per session) within three days, making castle ownership profitable after the first week. High-tier castles with daily incomes exceeding 500K Zeny become profitable within one siege session, explaining why top castles see the fiercest competition every week.

FAQ

How often does the War of Emperium occur?

The War of Emperium typically runs twice per week for two hours each session. The exact schedule is displayed in the guild interface and may vary between regions. Check the official schedule for your server's specific timing.

Can a small guild compete in the War of Emperium?

Small guilds can capture low-tier castles with 15-20 active members, particularly if they target castles that larger guilds are not defending. Coordination and class balance matter more than raw numbers for lower-tier castles. The best PvP classes guide covers small-team-optimized compositions.

What happens if no guild breaks the Emperium during a siege?

If the Emperium survives the two-hour siege window, the current owning guild retains the castle. This outcome rewards strong defensive preparation and sustained defense throughout the siege period.

Are there rewards for participating even if my guild does not capture a castle?

Yes, participation in the War of Emperium provides War Points that can be exchanged for PvP equipment and cosmetics. Even losing guilds accumulate points based on their contribution during the siege. The PvP rewards guide covers War Point rewards.

Can I participate in War of Emperium and PvP Arena in the same day?

Yes, both activities run on independent schedules. The War of Emperium occurs during fixed weekly windows, while the PvP Arena is available at any time. Manage your schedule to participate in both for maximum PvP progression. For the official game information, visit the Steam page.