
πΒ Oblema Castle War β The Deepest and Most Strategic War System in OTS
The Oblema Castle War is the core competitive event of Oblema 7.4 β
a system designed for real tension, daily rivalry, coordinated strategy, and meaningful consequences.
This is not a minigame.
This is not symbolic PvP.
This is real war, with real death and real power at stake.
Below is the complete explanation of how it works.
π‘οΈ Three Guilds. One Castle. One Crown.
The event allows a maximum of 3 guilds inside the castle during each war:
β 1 Defending Guild
The current owner of the castle.
β 2 Attacking Guilds
Chosen by priority based on the total sum of levels of their online members.
βοΈ Priority System β How Guilds Are Selected
To keep the war competitive and fair, the server automatically checks which guilds are active and how many levels their online players sum.
The top two guilds with the highest level sum receive priority to enter as attackers.
If a priority guild does not enter within the first 2 seconds, the slot is opened to the next guild in line.
At that moment, the first guild that walks in is registered as the new attacker.
Important:
We do not say the guild βlosesβ its slot β the system simply allows others to enter if they donβt claim it in time.
This ensures:
No inactive guilds sneak into the event
The war always features the strongest available contenders
The battles remain dynamic and fair
πͺ Separate Entrances β Real Strategic Combat
Each attacking guild enters the castle through a different entrance, preventing unfair funnels and promoting tactical depth.
The defending guild controls the inner area of the castle.
This design creates:
Multi-angle attacks
Corridor control
Rotational strategies
Real tactical PvP instead of chaotic crowding
π₯ The Emperium β The Heart of the Castle
The Emperium is the sacred crystal that determines castle ownership.
β Only attacking guilds can damage it
The defending guild cannot damage its own Emperium under any circumstances.
π Control Rule: 45 Seconds to Unlock Damage
To prevent rush-and-hit gameplay, attackers must earn the right to hit the Emperium.
β An attacking guild must control the throne area for 45 seconds without any member of another guild entering the zone.
If anyone from another guild steps into the area:
The countdown resets
Control must be regained
Strategy outweighs brute force
Once the 45 seconds are completed, the Emperium becomes vulnerable only for that attacking guild.
π Event Duration: 15 Minutes
The Castle War lasts exactly 15 minutes.
At the end of the timer:
If the Emperium was destroyed β the attacking guild that broke it becomes the new owner
If the Emperium remains intact β the defending guild automatically wins and keeps ownership
This ensures fast, intense, and meaningful battles.
β οΈ Real Death β With Special Castle War Adjustments
Death in the Castle War is completely real:
β You drop items exactly as in real deaths
AOL works normally.
β Blessings do not protect you
But you do not lose your bless.
They remain equipped; they simply do not save you during the war.
β You lose only 50% of the experience you would normally lose on death
This keeps the tension and the riskβ¦
but without punishing the players' progress too severely.
ποΈ Oblema Island β Rewards for the Castle Owner
Oblema Island is a powerful hunting zone linked to the castle, but physically separate.
Here is the key mechanic:
β Only members of the dominant guild gain 100% EXP and full loot from monsters on Oblema Island.
Other players and guilds still gain experience, but only:
30% EXP
0 loot
This creates:
A valuable strategic reward
A true incentive to win the daily war
A meaningful endgame objective
π A Perfect Competitive Loop
π₯ Castle β Power
π₯ Power β Island Rewards
π₯ Island Rewards β Stronger Guild
π₯ Stronger Guild β Castle Control
A complete ecosystem built to keep the server active, alive, and filled with daily rivalry.