Guild Test #16 is coming
We called and they answered! Guild Test #16 is starting on 16 September and we’re looking forward to four days of pure open world mayhem with 10 guilds and over 300 players.
This is the last test limited only to guilds before we send out invites for the upcoming alpha test later this fall, most of you have signed up for through Facebook or email.
The playground for this test will be limited to one region with a keep at the center of the map for the guild’s conquering pleasure and a dungeon holding valuable resources guarded by mobs – their pockets filled with silver. Adventurers enter at their own peril!
What’s new in Guild Test #16?
Here’s a brief overview of some of the features and changes for this test. As always: everything is subject to change!
Conquering enemy territories is costly business, so why not send out a marauding horde to pillage and plunder instead? Similar in set up and gameplay as conquests, raids are a new GvG mode for belligerent guilds with a smaller military budget, which are not necessarily out to take territories over, but rather to make some coin. Careful though!
Our blacksmiths and carpenters learned how to craft new weapons. Axes and hammers are now available from the Warrior’s Forge (T3 and above), find blueprints for the crossbow at the Hunter’s Lodge (T4 and above) and craft specialized staffs for damage and crowd control at Needful Things (T4 and above).
What else is new?
- Check out the new ranking board to see how you or your guild is doing
- Guild members now have ranks. Get your rights management on and assign some officers.
- Defense Points – Guild territories now have defense points. Lose all points and you’ll lose your territory.
This test is limited to guilds only! If you would like to join us for the upcoming alpha test, send an email with your name and email address to firstname.lastname@example.org.
- Dev Talk: Corrupted Dungeons
- Updated! The Official Albion Online Wallpapers Page
- The Undead Challenge Returns