Medieval war game online: how faction wars, sieges and legions work in Echoes of Aora
A good medieval war game online puts real armies on the map: ranks that march, cavalry that charges, arrows in volleys and cities under siege. In Echoes of Aora, the factions of the world go to war on their own, with legions of 40 soldiers and up to 480 in the field per war, and you choose which side to fight for. All free, in your browser.

What is a medieval war game online?
It is a game where medieval armies (infantry, spearmen, archers, cavalry and siege engines) clash in a world shared with other players. What sets a real war game apart from a simple group fight is scale and tactics: formation, terrain, the right kind of troop against the right kind of enemy, and the moment one side loses its nerve and runs.
How do faction wars start in Aora?
The world of Echoes of Aora is split between more than twenty factions: human crowns, dwarven fortresses, orc clans, enchanted courts, pirates, minotaurs and necromancer lairs. Every city and every village is a territory with an owner. Between them there are treaties, rivalries and tension, and war grows out of that:
- Through tension. Incidents and resource shortages build up a grudge between two peoples, until one of them marches.
- Through the war of the week. Every week a war is announced the day before and starts on Saturday at 18:00 (server time), lasting two days.
- Through clans. A clan of players can declare war on a faction.
Up to three campaigns run at the same time across the world, and each round lasts 2 to 4 hours. When the attacker takes its target, the army moves on to the next territory.
What an epic war looks like: legions of 40 and up to 480 soldiers
Each contingent is a legion of 40: the standard-bearer, 6 cavalry, 10 spearmen, 12 infantry, 9 archers, a ram and a trebuchet. Each side fields up to 6 legions outside its base, so a single war can reach 480 living soldiers on the map. Reinforcements leave every 2 minutes.
- The march. The legion follows a single road, in ranks of 5 side by side that narrow where the path gets tight. The general carries the standard in the colour and emblem of their people.
- The open field. The defender does not wait at the gate: it goes out to meet the enemy on the road, about 20 tiles before the wall, and gives battle there.
- The battle line. Close to the enemy, the legion forms its line: spearmen in front, then infantry, the standard, archers, engines, and cavalry on the wings.
- The siege. Once the field is won, the ram and the trebuchet strike the structures, and the breach opens the way into the city.
Sieges, cavalry and volleys: what happens on the field?
- Siege camp. The attacker raises a palisade with tents on the road itself, 36 tiles before the gate. While it stands, reinforcements leave from there and supplies last three times longer. The defender tries to burn it down with torches and fire arrows.
- Cavalry charge. Riders gallop in, trample infantry and archers and shove whoever stands beside them. Against spearmen, the wall of spears breaks the charge. After every blow the rider wheels around and charges again.
- Volleys. A legion's archers loose together, on the same beat. Arrows fly in arcs, and trebuchet stones throw up dust and shake the screen when they land close by.
- Permanent losses. A fallen soldier does not come back: the body stays on the ground for 15 minutes and the legion marches on smaller.
Morale and rout: why does an army run?
Every legion has morale from 0 to 100. It drops with each soldier lost, drops hard when the general falls, drops with every cavalry charge that hits it and plunges if its camp burns. At 25 or lower, the legion routs: it runs home with no formation and no attacks, and it can be hunted down. Panic spreads to nearby legions on the same side and heartens the enemy. If the general survived, the fugitives regroup around the standard and, once morale is back to 55, return to the front in formation to the sound of the war horn.
How does a player join the war?
You are a mage, not an armchair general. In the Wars panel (Y key) you see the campaigns, their deadlines, the legions and the morale of each one, and you pick a side for that campaign only. If you would rather not, you stay neutral as an observer.
- Fight. Your mage, your creatures and your troops take on the soldiers of the other side.
- Supply. Near a legion, 100 gold becomes 20 supply points.
- Burn the camp. On the defending side, you can set the enemy camp on fire up close.
- Rebuild. After the war, helping with the repairs earns 20 gold and 50 XP.
- PvP from level 11. Below that, no mage attacks or can be attacked. In the faction war, fighting an enemy marks nobody as an aggressor.
Whoever raises a kingdom in the Free Lands trains their own army. There, troops follow a rock, paper, scissors system: spearmen against cavalry, skirmishers against archers, camels against knights, rams and trebuchets against walls. And every loss is permanent: a soldier who dies has to be trained again.
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Frequently asked questions
Is Echoes of Aora a free medieval war game?
Yes. The game is free and runs in your PC or phone browser. Faction wars happen in the same world where you explore and hunt.
How many soldiers fight in a war?
Each legion has 40 soldiers and each side fields up to 6 legions, so a war can reach 480 living soldiers at once, with reinforcements every 2 minutes.
Do I have to join a faction to fight?
Not forever. In the Wars panel (Y) you pick a side for that campaign only, or stay neutral and just watch.
From what level is there PvP?
From level 11. Below that, no mage attacks or can be attacked by another. In the faction war, fighting an enemy does not mark you as an aggressor.
What happens when a legion loses morale?
At 25 morale or lower it routs and runs home without attacking. If the general is alive, it regroups and returns to the front once morale reaches 55.