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The Carnival Challenge Returns



The Carnival Challenge is back! For the whole month of February, earn Challenge Points, unlock chests to get valuable loot, and claim your very own Saddled Terrorbird.
[h3]Join the Carnival[/h3]
SADDLED TERRORBIRD: This month's Challenge brings back the charming, lightning-fast Saddled Terrorbird, a speedy mount that will carry you quickly across the lands of Albion. With an above-average base move speed and an additional invincibility/speed burst spell, it's the perfect ride for those who need to cover some ground quickly and safely.

AVATAR RING: Along with the Saddled Terrorbird, you'll unlock the Carnival Challenge Avatar Ring when you reach this month's Challenge Point goal. Give your avatar a colorful, festive look all year round! This non-tradable item permanently unlocks this avatar border for one character, or can be traded for one Adventurer's Token at the Vanity Merchant.

SEASONAL SPECIALS: Unlock weekly Carnival Challenge chests to get valuable rewards like Adventurer's Tomes, resources, and silver bags, along with a chance at carnival-themed Wardrobe Skins. You can also get three furniture items: the Carnival Firework, Carnival Arch, and Carnival Costume Cart.
 

Log in now and start gathering, fishing, farming, and killing monsters to earn Challenge Points and unlock your rewards!

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Guide: The World of Albion



Albion's vast open world is made up of hundreds of zones spanning five different biomes across two massive continents. It can all be a bit overwhelming, so we'll break it down with the following sections:
  • The Five Biomes
  • The Two Continents
  • Albion's Cities
  • Getting Around
[h3]Albion's Five Biomes[/h3]
Albion's open-world zones fall under one of five biomes – Steppe, Forest, Swamp, Mountain, or Highlands – which determine which resources and creatures it contains. In addition to their own distinct visuals and terrain, each biome contains three of the five major natural resources:
  • Steppe: hide, fiber, ore
  • Forest: wood, hide, stone
  • Swamp: fiber, wood, hide
  • Mountain: ore, stone, fiber
  • Highlands: wood, stone, ore
  • Fish can be found in all five biomes
While the entire Royal Continent is divided evenly into five massive biome regions, the Outlands, in contrast, has biome "sub-regions" that change often from zone to zone. Each of the major biome zones on the Royal Continent has its own corresponding Starter Town and Royal City, with Caerleon at the center and not associated with any one biome.



[h3]The Royal Continent: The Heart of Albion[/h3]
After you finish the tutorial (which takes place on its own separate mini-island), you'll be transported to the Royal Continent to start your adventure. The Royal Continent is Albion's massive southern landmass, and is home to the game's five Starter Towns (where you'll first land after the tutorial) and the six Royal Cities.

The Royal Continent contains blue, yellow, and red zones, but no black zones (see Zones and Flagging for more info). Thus, while full-loot PvP is possible, the 100% unflagged, always-hostile black-zone PvP is limited to the Outlands.

[h3]The Outlands: Albion's Wild Frontier[/h3]
The Outlands is Albion's major northern landmass, accessed from the Royal Continent via five Realmgates in each of the five Royal Cities. All zones in the Outlands are black zones, meaning "winner takes all" rules apply, and any player can attack any other player with no reputation loss. The Outlands are where much of Albion's guild warfare takes place, with guilds battling over territories and placing Hideouts


[h3]Alternate Realms[/h3]
The open world of Albion includes realms that exist on alternate planes outside of mapped regions. These realms are unstable, and feature unpredictable zone connections, group size limitations, and varying entry/exit conditions.

Roads of Avalon: The Roads of Avalon are a network of hundreds of regions, accessed via portals that open at random throughout the open world. Once inside, Black Zone PvP rules apply and any portal found could lead to any part of Albion's open world – or further into the Roads – with no connection being permanent.

The Mists: A magical region that can be entered through short-lived portals. These areas do not correspond to any particular biome and can contain all resources. You can also find one-way connections to different parts of the world or a portal to the City in the Mists: Brecilien. The Mists also feature unique creatures found nowhere else, which have a chance to drop rare and valuable artifacts when defeated.

[h3]Albion's Cities and Towns[/h3]
Starter Towns: Each major biome region on the Royal Continent is home to one of five "Starter Towns": Steppe Cross, Mountain Cross, Swamp Cross, Forest Cross, and Highlands Cross. These towns offer basic marketplaces and crafting/refining stations for players who are just starting out.



Royal Cities: Each of the five Royal Continent biome regions also corresponds to a Royal City:
  • Lymhurst (Forest)
  • Bridgewatch (Steppe)
  • Fort Sterling (Mountain)
  • Martlock (Highlands)
  • Thetford (Swamp)
A sixth city, Caerleon, sits at the center of the Royal Continent.

In addition to their own unique crafting and refining bonuses, the Royal Cities offer plots of land for sale, access to private and guild islands, local player-run marketplaces, the chance to join the city's Faction and fight in Albion's Faction Warfare system, and (with the exception of Caerleon) Realmgate access to the Outlands.

Rests (Outlands Towns): While the Outlands are generally wild and hostile, three small towns called Rests – Merlyn's Rest, Morgana's Rest, and Arthur's Rest – offer a chance to buy and sell goods, craft items, refine resources, and log off safely in the midst of Albion's most dangerous zones.


[h3]Getting Around Albion[/h3]
On foot or mounted: The best way to see what Albion has to offer is to simply head out into the world, either on foot or on a trusty mount. Whether you have a destination in mind, or are just exploring, you're sure to encounter something new each time you set out. You'll generally want to bring a mount along for the added speed and carry weight they offer.

Fast travel: In Albion, fast travel is limited to specific destinations, and can only be initiated via the Travel Planner or Island Merchant NPCs. As trade and transport are essential parts of Albion's economy, fast travel to most destinations is only free when your inventory is completely empty, and becomes dramatically more expensive with each additional item.

Realmgates & Portal Towns: Each of the five Royal Cities has a Realmgate leading to a Portal Town that shares a Marketplace and a Bank with its corresponding city. These each then lead into a different part of the Outlands.

Guide: Potions and Alchemy

Potions are equippable consumables that apply temporary buffs or debuffs when used. There are a total of 14 potions available, each with a unique ability. Potions offer defensive, offensive, and various other utility options to help you on your adventures in Albion Online.

In the following article we will explain how to obtain and craft potions, how to use them, what effects they have, and what they can be used for.


[h3]How to Obtain Potions[/h3]
Potions can either be crafted at the Alchemist’s Lab, or purchased via the Marketplace or a direct trade.

To craft a potion you will need the necessary materials, and to have the Alchemist node on the Destiny Board unlocked for the appropriate tier.

Crafting potions involves a range of farmed ingredients - primarily herbs, though some may incorporate animal-derived components or alchemical brews. For several powerful potions, you may need rare alchemical ingredients which can be acquired through Tracking.

To further amplify the effects of these potions, they can be enchanted with Arcane Extracts.

It’s worth noting that crafted potions come in batches of five, ensuring that potion crafters can produce a significant supply.


[h3]How Potions are used[/h3]
Potions need to be equipped in the bottom-left slot of your inventory, and up to ten of them can be worn by a character at any one time. To use a potion, you will need to either use its hotkey, or click/tap on the potion icon.

While many potions work on yourself, some target other players or an area of the ground.

[h3]Available Potions[/h3]
Healing Potions regenerate a portion of a player’s health over a short period of time, with the healing amount increasing with tier and enchantment. These potions are often used in 1v1 and PvE combat.

Energy Potions restore a portion of a player’s energy directly, while regenerating additional energy and providing a buff to cooldown rates over a short period of time. All of these effects increase with tier and enchantment. Often used by players with healing weapons in small-scale fights or Arenas.

Gigantify Potions allow a player to temporarily increase their maximum health and Max Load, while making them immune to forced movement effects. The potency of these effects increases with tier and enchantment. They are frequently utilized as a defensive option in large-scale fights.

Resistance Potions briefly enhance a player’s defensive stats and crowd control resistance, with these effects scaling with the tier and enchantment of the potion. They are valuable in various contexts, ranging from small skirmishes to larger-scale encounters.

Sticky Potions are throwable potions that create a sticky tar on the ground. Enemy players are slowed and have their damage output lowered for five seconds, while invisible enemies who enter the area will be revealed. Higher tiers and enchantments increase the slow and debuff effects. These potions can be used in different types of content, both as offensive and defensive options.



Poison Potions are a targeted potion that can be thrown onto a player, dealing true damage to the affected player over a four second period. The amount of damage increases with each tier. Can be used in small-scale PvP combat, ganking, and PvE.

Invisibility Potions turn the caster invisible for a short duration while decreasing their damage output. These potions are only available as Tier 8, but can be enchanted to increase their duration. Invisibility potions are often used when ambushing or escaping a fight.

Calming Potions make you invisible to mobs for a short time, which can be used to de-aggro them. Higher-tier versions are throwable and can affect multiple players, making them useful for resetting pulls in PvE content.

Cleansing Potions remove all crowd control effects from the caster, including stuns, roots, silences, and debuffs (except damage over time). Tier 5 and 7 potions additionally grant immunity to crowd control effects for a short time. They can be effective in various situations.

Acid Potions can be thrown on the ground to decrease the resistances of enemies for five seconds. The amount of resistance lost increases with tier and enchantment. These can be used to amplify damage dealt to enemy targets.

Berserk Potions grant a buff to the caster, increasing their damage output while also decreasing their defense. Both effects scale with the potion’s tier and enchantment. This potion is good in PvP scenarios where you plan on dishing out a lot of damage.



Hellfire Potions are throwable potions that create a fire on the ground, dealing damage to players and mobs within it every 0.5 seconds for up to 3 seconds. This damage increases with tier and enchantment. They serve as an additional damage source in both PvP and PvE content.

Gathering Potions increase gathering and fishing speeds, as well as yield from these activities. Higher-tier and enchanted versions work for longer. This potion can be used when gathering valuable enchanted resources, to increase profitability.

Tornado in a Bottle is a throwable potion that creates a tornado at a certain position that knocks all enemy players away. The duration of the tornado scales with tier and enchantment. It may be used to protect certain players from melee attacks.

The Frost Knight Vanity Bundle is Here!



The Frost Knight Vanity Bundle has arrived! This brand-new premiere bundle is available to buy now, and includes a full costume set along with the Frost Knight’s Warhorse Mount Skin for your Armored Horse base mount.

In the midst of Albion’s frigid winter, guilds are wrestling for control of Albion’s Outlands, struggling against the elements as they do so. But this warrior has ice in its veins, unfazed by the chill winds as it fearlessly leads another charge on its enemies’ territories. With a towering Warhorse alongside, the Frost Knight has icy blue crystals protruding from its thick, steely armor, glistening in the winter light.

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The Frost Knight bundle includes the following vanity skins, which work on male and female characters alike:
  • Frost Knight’s Helmet
  • Frost Knight’s Armor
  • Frost Knight’s Boots
  • Frost Knight’s Cape
  • Frost Knight’s Warhorse
As with past bundles, you can use all costume and mount skins with all characters on your account, on both servers, and they are never lost or destroyed. All items will be unlocked in the in-game "Appearance" menu after purchase.

Grab the bundle today and send a chill down your enemies’ spines!

A Frosty Wind is Coming



It’s deepest winter in Albion, and an ominous silence lies across the lands. Crystalline ice shimmers on the rocks, and adorns the towers and castles. Gradually, though, a bitter wind rises, howling through the valleys and gathering strength to a deafening crescendo. But is that sound just the wind, or something more ferocious?

A new vanity set launches next week. Stay tuned to find out more…