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🌍 Map Directory

Explore the diverse landscapes and dungeons available in Era of War Online. Each map has its own challenges, lore, and loot.

Vail

Vail

Once a thriving settlement, now a shadow of its former self...

The outskirts of Vail are overrun by grotesque Beholders—floating eye creatures that pierce the soul with their stare—and swarms of diseased rats that scurry through the rubble of forgotten homes. The air is thick with tension, as whispers of the old city's glory days fade into the eerie silence broken only by distant screeches and rustling shadows.

Adventurers beware—those who enter Vail's decaying roads must prepare to face the chaos that festers within.

Miras

Miras

A wasteland where only the cursed dare roam...

Miras is a bleak and desolate land, its soil dry and lifeless beneath an ever-gray sky. The air reeks of decay as packs of zombie dogs and feral evil hounds stalk the barren terrain. From the shadows, twisted hatchlings crawl forth—grotesque remnants of something once natural, now corrupted beyond recognition.

This is no place for the unprepared. Those who step foot in Miras walk a fine line between survival and doom.

Legyon

Legyon

Rolling green hills cloaked in danger...

Beneath the serene landscape of Legyon, with its lush greenlands and gentle hills, lies a deceptive calm. Evil Dogs roam the valleys in relentless packs, while Goblins and their spear-wielding Goblin Lancers patrol the high ground in organized bands. Watching over all with malevolent intellect are the formidable King Beholders, whose gaze can paralyze even the bravest warriors.

Do not be fooled by the beauty—Legyon is a battlefield in disguise, where only strength and cunning prevail.

Mohas

Mohas

The war-torn region of Mohas is a battleground frozen in time. Towering stone walls and a ruined castle loom at its center—a grim reminder of a fallen kingdom now overrun by savage beasts.

Orcs and Orc Archers swarm the crumbling townships, their war cries echoing through the empty streets. Above them, King Beholders drift near the castle spires, their eyes scanning for intruders with deadly intent.

Once a symbol of unity and strength, Mohas is now a kingdom twisted by bloodshed and corruption. Those who enter its gates seeking glory must face a siege from all sides—and from the skies.

Gauna

Gauna

Deep within the cursed wetlands lies Gauna, a grotesque marshland shrouded in fog and decay. The earth here is soft with rot, and twisted trees claw at the sky as if trying to escape the horrors below.

Hobgoblins roam the mossy ruins, clashing with snarling Werewolves beneath the pale moonlight. The Zombies that stagger through the swamps are remnants of those who came before—and failed.

Even the waters aren't safe. Hidden within the dark, stagnant ponds are vicious Piranhas, ready to strip flesh from bone in seconds.

Gauna is no place for the faint-hearted. It’s a nightmare made flesh—and only those with courage, or madness, venture into its heart.

Neris

Neris

Once a grand necropolis hidden deep in the mountains, Neris now stands as a forsaken realm where the dead command the earth itself.

Skeletons and Skeleton Lancers guard the ancient mausoleums with chilling discipline, while Skeleton Leaders—cloaked in remnants of royal armor—oversee the cursed legions with unholy resolve.

Towering Stone Golems patrol the outer sanctums, their footsteps shaking the shattered ground as they obey commands carved into runes centuries ago.

The silence in Neris is unnatural, broken only by the clatter of bone and the grinding of stone. Many enter seeking the lost relics said to lie beneath its soil. Few leave with their souls intact.

Barknan

Barknan

A kingdom entombed in eternal frost...

Barknan is a silent, frozen wasteland where time itself feels frozen. The ground is blanketed in endless snow, and towering ice formations glisten beneath a pale, unforgiving sky. Scattered across the land are eerie ice statues, many containing the frozen remains of ancient monsters, locked in mid-roar—trapped in a glacial curse.

Among the bitter winds roam twisted Troll Chimeras, relentless Cyclopes, and the ominous presence of heavily armored Ice Knights. Their leaders, the Ice Knight Commanders, watch over the land like frozen sentinels, unmoved by time or mercy. Whispers speak of the elusive Saturos, a spectral being whose presence chills even the bravest souls.

Barknan is a graveyard of the past—still, cold, and deadly. Only those who can endure the silence of ice will uncover its secrets.

Suher

Suher

A frozen tundra ruled by wings and steel...

Suher lies deep within the heart of a relentless frozen tundra, where snowstorms howl like restless spirits and the air is sharp with ancient magic. At its center stands a towering, frost-covered castle, its spires piercing the storm clouds above—an eerie monument to a forgotten reign.

Guarding the castle grounds are elite Ice Knights and their imposing Ice Knight Leaders, clad in glimmering armor forged in frost. From the skies, screeching Harpies descend with talons sharp as blades, while beguiling Succubi emerge from the shadows, twisting the minds of the unwary with dark enchantments.

Suher is not merely a battlefield—it is a frozen fortress of seduction and steel, where only the strong resist the cold... and the call.