Application and Participation Requirements!
You can participate in the War of the Roses from the ESC Menu - War (F7) - War of the Roses.
Each faction is made up of a Leading (Captain's) Guild and the Third Legion, with participation conditions as follows:
[War of the Roses region]
Leading (Captain's) Guild | The Third Legion | |
How to Apply |
Sat 00:00 - Sun at 00:10 Leading guilds announced on Sun at 00:10 (Guild masters or alliance leaders can apply for the Leading Guild.) |
After leading guild announcement, Sun at 00:10 - Sun at 15:05 |
Conditions | Guilds (alliances) who've won at least one Tier 4/5 Node War/Conquest War in the past two weeks | Total gear score of at least 700 (AP + DP) (Sum of main/awakening AP (highest of the two) and DP) |
War of the Roses Times | Sun at 18:00 - 20:00 (Times may be subject to change during the preseason) |
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Server |
O'dyllita-1 server ※[Important!] Adventurers participating in the War of the Roses must be in the War of the Roses region on the active server, O'dyllita-1, before the war starts to be automatically moved to each faction. ※ You will not be moved automatically when on standby at Ornette Castle or Odore Castle. |
* You’ll be randomly selected and placed in either Kamasylvia or O'dyllita factions.
* Please refer to [Update Details] for more info.
What's the Mission?
[Victory Conditions] Defeat the Commander in each faction's Castle!!
[Leading Guild Captain] Lead your allies to victory through strategic mission orders!
[Leading Guild Member] Assist the captain and contribute to victory by supporting the Third Legion!
[The Third Legion] Carry out the captain's orders and contribute to the faction's victory!
Captain
Captains can form platoons and set up objectives for the Third Legion with the help of lieutenants.
Please refer to the [Update Details] for detailed operation of the tactical map.
[Captain's order]
Captains play a crucial role in the War of the Roses, strategizing with key battle elements like sanctum passives, Spirit's Altar occupation effects and faction skills, to help steer their allies towards victory.
Skill Name | Skill Description |
Enhance Vision
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Reveals an obscured field of vision for 10 sec.
Cooldown: 5 min
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Rally Forces
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Instantly teleports a selected platoon to the targeted sanctum.
Cooldown: 5 min
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Powerful Attack
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Summon King Griffon/Khalk near a designated sanctum to temporarily unleash heavy area-of-effect damage.
Cooldown: 10 min
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Summon Ogre
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Summons a group of violent Ogres near the designated sanctum. The summoned Ogres will disappear either when a targeted sanctum's guardian is defeated or after a certain period of time.
Cooldown: 20 min
|
Obscure Vision
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Obscures the enemy's field of vision in fog for 30 sec.
The enemy captain can use "Enhance Vision Range" skill to remove the obscure vision effect. Cooldown: 3 min
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Immobilize Guardians
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Freezes the sanctum's guardians and restores 20% of their HP,
making them impossible to target for approximately 1 min.
Cooldown: 10 min
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Additionally, strategically capturing sanctums to gain passive benefits can lead allies into a more advantageous battle.
* Sanctums must be occupied in order, starting from the closest one connected to the faction's castle, and sanctums that are not connected cannot be occupied even after defeating monsters.
[Mission to attack a sanctum through the Tactical Map]
Sanctum Passives |
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AP +40 |
Evasion +40 |
All Resistance +5% |
Damage Reduction +40 |
Accuracy +40 |
Movement Speed +10% |
Black Spirit's Rage Recovery +2% per 10 sec |
Attack Speed +3% |
HP +2,000 |
Spirit's Altar Occupation Effects
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Ancient Chariot, Ancient Trolls, Elephants
"Spirit's Blessing" boon granted * The Spirit's Blessing grants temporary but powerful effects helpful when besieging the enemy castle.
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Weapong (Range) | Max HP (Durability) | Mobility | Damage and Debuffs |
Ancient Troll (Melee) |
Mid-level Max HP |
Mid-level Mobility |
Mid-level Damage on Sanctum
High-level Damage on Adventurer |
Elephant (Melee) |
High-level Max HP |
Mid-level Mobility |
Low-level Damage on Adventurer |
Ancient Chariot (Short Range) |
Low-level Max Durability |
High-level Mobility |
High-level Damage on Adventurer |
Ballista (Mid-range)) |
Low-level Max Durability |
Low-level Mobility |
High-level Damage on Sanctum High-level Damage on Guardian Monsters |
Cannon (Long Range) |
Low-level Max Durability |
Low-level Mobility |
High-level Damage on Adventurer Debuff Effect (Knockdown) |
Leading Guilds and The Third Legion
The ultimate goal of the War of the Roses is the same for everyone - to bring down the commander stationed in the opposing faction's castle.
However, while they fight for the same faction, the Leading Guild Members and The Third Legion have slightly different roles in achieving this victory.
The Third Legion
First off, the Third Legion, the faction's main force, carries out missions directed by the captain.
[Defeating Old Mirumok, the guardian of the Kamasylvia faction, to occupy the sanctum]
Sanctum Attack |
Capture a specific sanctum within 10 min. |
Sanctum Defense |
Defend a specific sanctum for 10 min. |
Defeat a Commander |
Defeat a Commander within 10 min. |
Protect a Commander |
Protect a Commander for 10 min. |
Defeat Enemies (x40) |
Eliminate 40 enemies within 10 min. |
Spirit's Altar Activation |
Activate the Spirit's Altar for your faction within 10 min. |
Leading Guilds
While the Leading Guild and the Third Legion share the same end goal, guild members don't take on missions from the captain.
War of the Roses Top Tips!
Where can I revive my mount when it dies?
Ornette/Odore guards are detrimental to your strategy!
What's the difference between Quick and Normal revival?
How to turn the tide of the war?
Cooperation between the Commander, Guild Master, and The Third Legion is vital for success during the War of the Roses.
From capturing sanctums passing through the Spirit's Altar, to killing the enemy faction's Commander, there's no room for complacency!
Now, let's head off to the battlefield!