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An Introduction to Guild Seasons



Being a member of a guild is one of the most rewarding parts of Albion Online. Grouping up, engaging in warfare, and conquering your own piece of Albion is all a part of the rich tapestry of the game. In this video, we'll cover all the basics of Guild Seasons, or you can read on for a summary.

https://www.youtube.com/watch?v=1LKXoCgPxOY
[h3]The Basics[/h3]
In Albion, warfare between guilds takes place during Guild Seasons. While a season is active, guilds can earn points to compete on the season leaderboard, allowing them to measure themselves against other guilds and compete for a variety of different rewards. These rewards range from basic avatars and avatar rings all the way to Crystal Battle Mounts, 90-day Fame buffs, and even a statue honoring your guild in town!

The ranking tiers are as follows:
  • Crystal: 250,000 Season Points
  • Gold: 80,000 Season Points
  • Silver: 25,000 Season Points
  • Bronze: 7,500 Season Points
  • Iron: 1,000 Season Points

There are set rewards for each rank, as well as special rewards for the top 5 guilds of the season. (You can check out the specific rewards here).

Note: In order to receive the rewards a guild has earned in a season, you must be a member of the guild for 75% of the season and also have Premium active when the season ends.


[h3]Season Structure[/h3]
Seasons consist of three sections, starting with and separated by Invasion Days. On Invasion Days, all Outlands territories lose their owners and are available to claim at one of two times based on their primetimes:
  • EU Territories (12,15,18 and 21 UTC) are available to claim at 18:00 UTC on Saturday
  • NA Territories (00, 03 and 05 UTC) are available to claim at 01:00 UTC on Sunday

There are two further Invasion Days each season, and the final portion of the season rewards double points for all open world activities (territories, castles, etc).


[h3]Earning Points For Your Guild[/h3]
Solo Players

Even alone, you can help your guild progress in the rankings. As you earn keys towards your Adventurer’s Challenge, these will also credit your Guild Challenge (excluding the 50,000 point daily bonus). Guild Challenges have 100 increasingly difficult levels with each one awarding Season Points.

Small Groups
  • Mage Raids: Raiding territories not owned by your alliance and killing Siphoning Mages steals Season Points from the guild that owns the territory. BEWARE: the guild will be notified the mages are under and attack and may come to defend them. The mages themselves also have a number of combat skills that you will need to be prepared for. Siphoning Mages generate more points the closer they are to the center of the Outlands.
  • PvE: World Bosses (in zones marked on the map) and major bosses in Outlands static dungeons also give Season Points. As with mages and territories, the bosses nearer the center of the Outlands are worth more.
  • Castle Outposts: Outlands Castle Outposts generate points every three hours for the guild that owns them. Bring demolition hammers, break down the doors and defeat the guards to claim them for your own!
Large Groups
  • Large forces can conquer territories and castles to gain Season Points.
  • Territories: see next section.
  • Castles: these major objectives score points 4 times per day (0:00, 6:00, 12:00, and 18:00 UTC). The guild that owns the castle will receive points when the timer hits. Castles nearer the center of the Outlands are worth more points than those on the outer edge.

[h3]Territories and Season Points[/h3]
Outlands territories have a number of mechanics to generate season points for both the guild holding them and hostile forces:
  • The primary mechanic is the Siphoning Mages that spawn on a tower. Up to 4 can be spawned at once and they will continuously generate Season Points (current/max points visible via the worldmap).
  • If 4 mages are kept alive for a full 24 hour period, the guild earns full points. If enemies raid and kill mages, less points will be earned.
  • Mages can also be made to generate more points and made more powerful by leveling the tower up through Crystal League matches. Points are paid out to the owning guild at the beginning of the territory's timer.
  • As you move towards the center of the Outlands, towers become more valuable but also have an additional mechanic known as points storage. This only applies to territories above a certain value (distance from the outer ring).
  • When these territories earn points, the listed percentage (ranging from 10-35%) is put into storage instead of paid out to the guild.
  • Stored points are paid in full to the guild owning the territory on the next invasion day or season end. If the territory is conquered by another guild before this happens, the new owner immediately receives 10% of points stored, and another 10% are lost.

[h3]Crystal League Matches and Season Points[/h3]
Guilds can earn Season Points via 5v5 or 20v20 Crystal League Battles. The higher the match level, the more points it gives. The total available points are split between the winners and losers based on final score, with the winning team receiving all points if they win by a large enough margin.

The following points are available per player, per match for Crystal League matches:

5v5 Matches:
  • Level 1: 1 Point
  • Level 2: 5 Points
  • Level 3: 15 Points
  • Level 4: 40 Points
  • Level 5: 100 Points
  • Level 6: 250 Points
  • Level 7: 600 Points
  • Level 8: 1600 Points
  • Level 9: 5000 Points
20v20 Matches:
  • Level 1: 5 Points
  • Level 2: 10 Points
  • Level 3: 15 Points
  • Level 4: 60 Points
  • Level 5: 200 Points
  • Level 6: 750 Points
  • Level 7: 2500 Points

Because the points are on a per-player basis, a team does not need to consist of one guild's members. Mixed teams can score points for their individual guilds, but uniting under one banner can generate a lot of points for that guild. To prevent guilds from simply amassing Crystal League teams and ignoring open-world content, there is a maximum limit to the Crystal League points a guild can earn in a day (for both 5v5 and 20v20).


[h3]Alliances and Season Points[/h3]
Being allied with other guilds can bring additional strength and support but comes with some downsides.
  • Firstly, you will have to split a share of the season points you earn with the rest of your allies: 50% of the points goes to the guild that scored them, the other 50% is split between ALL members of the alliance, INCLUDING the guild that scored them.
    • Example 1: Guild A is allied only with Guild B. If Guild A earns 100 points, they get 75 (50 for their own half, 25 for their share of the alliance split). Guild B receives 25 points.
    • Example 2: Guild A is allied with Guilds B, C, D and E. If Guild A earns 100 points, they get 60 (50 for their own half, 10 for their share of the alliance split). Guilds B, C, D and E get 10 points each.
  • There are also penalties for Alliances who own more than 10 territories: they will lose some Siphoned Energy (but not Season Points), and even start to lose a percentage of Fame and Silver gain if they pass 20 territories.

Hopefully this guide has given you a solid overview of the mechanics of guild seasons, and some ideas as to how you can score points for your guild. Thanks for watching!

Dev Talk: Loadouts


The Call to Arms update arrives March 17, and in addition to major reworks of Faction Warfare and Hellgates, also brings big quality-of-life improvements. Foremost among these is the new Loadouts system. In our newest Dev Talk, UI Designer Moritz Bokelmann gives further details of this feature. (If you missed our earlier overview of the update, you can watch it here).

https://www.youtube.com/watch?v=rn-feOUbBug
Prefer a written summary? Then read on...

Albion's “You are what you wear” system gives incredible freedom but also comes with some drawbacks. Getting killed and having to run back to a bank or chest to regear is time-consuming and keeps you out of the action, and even if you’re not into PvP, switching gear for different activities can be a hassle. To address this, we've introduced Loadouts.
[h3]The Basics[/h3]
  • Loadouts are saved sets of equipment, spells, and additional inventory items
  • Loadouts can be quickly equipped from banks, chests and battlevaults
  • Loadouts can be shared with other players
  • Each Loadout includes precise user-defined rules that allow for flexibility in the overall selection
  • Loadouts are accessed via a new Loadouts UI window in the Player Menu (click playername or Hotkey “L”)
  • 30 total slots are available and the list can be searched and reordered freely

[h3]Creating Loadouts[/h3]
  • To create a Loadout, click any available slot
  • Select a name, color and icon
  • Choose to start either from currently equipped gear or completely from scratch
  • If you use your current gear, all current spell selections will also be saved
  • You can then freely edit the items in your Loadout, update spells, and add additional items
  • The item list on the left contains all tradeable items and can be filtered and searched as in the Marketplace

The Loadout window also provides a preview of the stats and estimated market cost in the small flyout on the right side of the UI.
[h3]Setting Rules and Equipping[/h3]
Once you are happy with the Loadout, you can set rules for how flexible the system can be when choosing which items to equip. You have three options:
  • Exact: all parameters must be met exactly
  • Same or Higher: tries to match exactly, then allows higher tiers, enchantments, etc.
  • Same or Lower: tries to match exactly, then allows lower tiers, enchantments, etc.
  • These are essentially filter options applied when a bank or chest is searched
  • Loadouts can be equipped from any bank, chest, or battlevault you have access to, provided it contains any matching items
  • To equip, open the container, choose a Loadout, and press "Equip"
[h3]Sharing Loadouts[/h3]
Loadouts can be shared via chat or ingame mail:
  • Click “Share Loadout” within main Loadout view
  • Select sharing option
  • Add any additional text desired
  • Click to create a simplified version of the Loadout that can be saved into other players' lists

[h3]Guild Loadouts[/h3]
Guilds also have access to dedicated Guild Loadouts, which are similar to personal Loadouts with a few differences:
  • Guilds have access to 100 slots for Loadouts
  • Creating and editing requires “Manage Guild Loadouts” access right
  • Guild Loadouts behave like a guild's library of preferred sets for various activities
  • Using Guild Loadouts requires saving them into your personal Loadout list
[h3]Use Cases[/h3]
Case 1: High-level PvP (ZvZs, Crystal League, etc.)

You can create a Loadout with the absolute best items in the game via filtering the item list. Simply set everything to the highest available tier, enchantment level and quality, and potentially add Siphoned Energy for overcharging. You can then set all rules to “Same or lower”, effectively creating a master-class set and telling the system to choose the closest possible items.

Case 2: Lower-level PvP/PvE (Arena, Expeditions, etc.)
You could build these sets to match the required item power and set all rules to “Same or higher”, which would do the exact opposite of Case 1 above: guarantee that you equip the most basic set of items that still meets the minimum requirements.

Case 3: Hybrid / item-centered

Perhaps you want a cheap tier 4 set, but with a tier 6 weapon to access all available spells. This is possible by simply experimenting and finding the correct Loadout setup for your needs.

Case 4: Non-combat activities (crafting, farming, etc.)
A perfect example of this is a crafter setup that only contains a mount, bag, and lots of salads. Then just all the materials you need for your daily crafting activities into the Loadout inventory.

These are just a few examples of things you can do with Loadouts, and we are very curious to see what other ideas you come up with.


[h3]Additional Features: Coming Soon[/h3]
We are working hard to add Loadouts to the Marketplace, so you can directly purchase full sets, and hope to add this feature soon after the launch of Call to Arms. We are also looking into adapting the Character Builder on the Albion website to make global sharing of Loadouts much easier. And of course we are very interested in the ideas that you, the players, have for this feature, so feel free to reach out and share your thoughts.

Thanks for watching!

Artwork Showcase: Caerleon Faction



The Call to Arms update arrives March 17, bringing a completely reworked Faction Warfare system with a new playable Caerleon Faction. In our newest art showcase, Marcus Koch, Art Director of Albion Online, describes the process of creating new NPCs, enemies, and Outposts based on the Caerleon mythos, and shows off some of the concepts that defined this new "outlaw Faction".

What was the main style / aesthetic you were trying to convey with the design of the Caerleon faction?

As the Caerleon Faction differs from the other Factions where no PvP between members is allowed, we wanted to present this Faction in a darker and more twisted way. We took inspiration from the real-life Thirty Years' War, an age where soldiers fought amongst themselves in loose bands and many things had to be improvised.



Does this improvised, patchwork aesthetic extend to the updated Caerleon visuals as well?

Caerleon's wealthy past has given way to a fallen present, and the city is a mix of ancient ruins and newer structures, cut through with crooked alleys. It's a place where riches can be earned quickly and lost even quicker, so everyone keeps one hand on their weapon at all times, and one eye over their shoulder.

Any hints of details players should look out for?

If you just walk the side alleys you might encounter some little shadows scurrying around… and you might be surprised who is visiting the tavern and lurking around for a drink or two.



How did the design of the "Stabbed Mug" tavern come to be?

We wanted this Faction Base to look less “official”. Here you get your contract in a less formal way, and a dirty medieval tavern just felt like the right place in a rough town such as Caerleon. If you enlist here, you're doing it to line your own pocket instead of someone else's. As long as you can keep it :)



From concept to modeling to animation to audio, it takes a whole team to create Albion's world. Kudos to the Art Team for bringing this new Faction to life!

Alexander Pierschel (Animation)Alexandra Obst (Character Modeling)Alice Dalemans (Animation)Amon Kalagin (Character & Environment Modeling)Aron Schneider (Level Design)Carlos Ancot (Concept Artist)Daniele Bornino (FX Artist)Florian Rößler (UI Artist)Johannes Geier (Environment Modeler)John Schroeter (FX Artist)Marcus Koch (Art Director)Maria Pedrosa (Environment Modeler)Maria Perakis (Concept Artist Environment)Melissa Müller (UI Artist)Stefan Warias (Art Director Environment)

The Crystal League Championship Starts Saturday



The wait is almost over: the Season 11 Crystal League Championship is this weekend! Starting Saturday at 17:00 UTC, tune in to AlbionTV to watch all the action live. Winners will receive huge Gold rewards and rare mounts, with the first-place team walking away with the brand-new, ultra-rare Saber Tiger Rex Swiftclaw Skin.



Join hosts Shozen, Lewpac, and Tazzik as they bring you live coverage and commentary on these high-action fights. Here's the weekend's schedule:
  • Saturday, March 6: 17:00 - 20:30 UTC
  • Sunday, March 7: 17:00 - 22:15 UTC




(Note: the above end times are approximate, depending on how long matches run.)

For team breakdowns, full rules, and the final schedule, keep an eye on this forum post.

The Season 12 Patch is Here



Guild Season 12 kicks off on Saturday, March 13. In anticipation of this, Rise of Avalon Patch 15, AKA the Season 12 Patch, brings changes to make ownership of territories more significant and create incentives for more Outlands activities outside of large-scale battles. It also brings improvements to the new 20v20 Crystal League alongside other improvements and fixes.

Here's a rundown of what's new:
[h3]Season Point Changes[/h3]
  • Territory Season Points are still given daily for owned Outlands territories, and have been increased overall, with the point difference between the outer and inner parts of the Outlands somewhat flattened
  • Castle Season Points are still given every six hours for owned castles and have been increased overall
  • Castle Outpost Season Points are now given every three hours for owned Outposts and have likewise been increased overall

[h3]World Boss and Static Dungeon Changes[/h3]
The PvE Fame buff in these locations now comes primarily from Elite mobs instead of the bosses themselves, and stacks incrementally with each mob killed. By repeatedly defeating mobs in the area, players in a party can stack the buff up to +50% bonus Fame while remaining in the zone.
[h3]Other Changes[/h3]
  • 20v20 Crystal League Changes: Starting Points per team and point value per player kill increased, new level added between the former Levels 1 and 2 – there are now 7 total levels
  • Treasure Chest Changes: Overall loot value of Castle Chests increased, and Lesser Outland Treasure Chests now spawn more often
  • Guild Challenge Change: Reduced Season Points for lower Guild Challenge levels put more emphasis on open-world objectives like territories
  • Bracket Season Point Thresholds Updated: The points required for each bracket (Crystal, Gold, etc.) have been updated in tandem with these changes
  • Fixes: Corrected map tooltips for Outlands treasures and fixed some cases where Hideouts could not be set as Home


For the full list of fixes, changes, and improvements, check out the official Patchnotes.

For the Season 12 Schedule, click here.