Long ago, the mighty Osun tested their most powerful warriors within the legendary Halls of the Bloodsworn, and now brave heroes of the Dominion and the Exiles will be tested here as well. This ancient fortress consists of a series of rooms designed to prove the strength and prowess of two competing teams - setting them against each other in trials of strategy and brutal combat. Those who most quickly complete these trials are granted glory and honor. For the defeated? Not so much.
Halls of the Bloodsworn is a deadly race against the clock, with two teams battling it out across three trials to try and capture control nodes and prove themselves as the strongest to win fame and glory!
For each round, one team will be selected as the attacking team while the other plays the defending team. The attacking team needs to fill a capture meter for each room, which they can achieve by capturing control nodes set on either side of the room and a central point. Capturing one node will begin to fill the bar slowly, two nodes will fill it much faster and controlling both control nodes and the central point will make it fill up extremely quickly.
Once the attacking team fills the capture meter to 100%, the defenders are pushed back to the next room and the process begins again until all three rooms have been cleared or the time limit is reached . If the time limit is reached, then victory will be determined by the team who captured the most rooms, or who captured the rooms in the fastest time. What happens if both teams capture the same amount of rooms in the same amount of time; naturally the universe implodes! Once the first round is complete, the teams are switched and the previously defending team gets a chance to attack!
That’s the basic premise, but there’s a lot of exciting stuff going on in Halls of the Bloodsworn. You have a number of jump-pads set around each room and the play-space is built around multiple levels, making mobility a key feature. Canny players can also make use of some class abilities to jump between the two control points to quickly attack or defend them as necessary.
The attacking team has the advantage in each game, not only do they gain a gradual Assault & Support power buff throughout each match but capturing either control point will also give a static damage mitigation or health regeneration buff.
Of course you’ll be able to gain experience, loot (gold and items!) and Prestige (our PvP currency) for playing in Battlegrounds and there are Rated versions available for players with a more competitive mindset.
Walatiki Temple and Halls of the Bloodsworn will be our two Battlegrounds available on launch, but who knows what our PvP team will think of next…
We’d normally go and bother them to tell us, but we wouldn’t want to Sabotage what they’re working on.
UPDATE: The initial publication of this article mentioned that the attacking team has a faster respawn timer than the defending team. This was inaccurate: Both teams share an equal respawn timer. The article's been amended to reflect the change.
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