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Season 8 Starts Saturday


The Avalonians have returned, and the Outlands have been shattered and remade. This new continent is ripe for the taking - does your guild have what it takes to claim a piece of Albion?

https://www.youtube.com/watch?v=XvPH-cYFsLs
Season 8 offers a fresh start for Albion's guilds, with territories in the new Outlands becoming claimable starting at 18:00 UTC. You can view the season schedule with all important dates and times in this forum post.

To help newer players (as well as those returning to the game), we've put together this guide to show the ways you can earn points during guild seasons.
[h3]How to Earn Season Points[/h3]


1. Territories

In the new Outlands introduced with the Queen update, regions at the outer edge of the continent are lower-tier and have a lower "quality level". This means that they not only have lower tiers of resources like wood, hide, and fish, but also that their territories give fewer season points. As you move inward toward the center of the continent, zone tier and quality increases.

Territories score 40, 80, 120, 160, 200 or 240 season points every day at the zone's prime time, depending on the territory's position in the Outlands. The closer to the center the territory is, the more season points it scores.

Daily territory earnings can be further increased by leveling up your Tower via Crystal League Matches:
  • Level 1 Tower: base Season Points
  • Level 2 Tower: Territory Season Point earnings increased by 10%
  • Level 3 Tower: Territory Season Point earnings increased by 20%
  • Level 4 Tower: Territory Season Point earnings increased by 30%
  • Level 5 Tower: Territory Season Point earnings increased by 40%
  • Level 6 Tower: Territory Season Point earnings increased by 60%
  • Level 7 Tower: Territory Season Point earnings increased by 80%
  • Level 8 Tower: Territory Season Point earnings increased by 100%

When a guild owns a territory, that territory's siphoning mages will constantly gather energy and season points. These are accumulated until the territory's prime time, when they are delivered to the owning guild. Mages can be killed (and their energy and points stolen) by enemy guilds - see "mage raiding" below.

For a breakdown of Season Point earnings by cluster, see this post.



2. Castles and Castle Outposts

Castles and castle outposts score every day at the zone's prime time, giving points to the currently owning guild.
  • Claiming a castle involves killing all the guards and a final boss. Castles give 120, 240, 360, 480, 600 or 720 season points every day at the zone's prime time, depending on the castle's position in the Outlands.
  • Castle outposts are smaller and have easier guards, but give one-fourth the season points relative to castles in similar zones. Like castles, they give season points once per day at the zone's prime time.


3. Crystal League

The new Crystal League introduced with the Queen update gives several ways to earn season points. In addition to raising your territory tower level by winning Crystal League matches entered through the territory (see above), you can earn season points as a direct per-player award for all Crystal League matches level 2 or above:
  • Level 2: 1 point/player
  • Level 3: 5 points/player
  • Level 4: 25 points/player
  • Level 5: 100 points/player
  • Level 6: 500 points/player
  • Level 7: 1000 points/player
  • Level 8: 3000 points/player
  • Level 9: 10000 points/player


4. Mage Raiding

Siphoning mages collect siphoned energy and season points continuously and "pay" them to the owning guild at the territory prime time. When a mage is defeated by an enemy guild, they drop a set amount of energy and season points. This amount scales with the cluster quality - to see a full list of cluster values, please see this post.



5. Guild Challenge

Similar to Adventurer's Challenges, which give rewards for open-world activities like farming, fishing, gathering, and killing creatures, Guild Challenges give Guild Challenge Points for the same activities. Earn Challenge Points to unlock the next level - each new level gives 300 season points and 300 siphoned energy to your guild.



6. Alliance Point Sharing

To make an alliance's choice of guilds more meaningful, Alliance Point Sharing was introduced with the Avalonian Invasion. Under this system, all points generated by a guild are now shared among all guilds in the alliance. This benefits small guilds the most, while ensuring that large guilds are careful about bringing too many guilds into their alliances.

For full details of Alliance Point Sharing, see this post.

A Brief Guide to Territory Claiming


With the recent Queen update, territory control is no longer determined via 5v5 battles, and is instead decided via open-world fights. We've created this guide to explain how to launch an attack, claim an enemy territory or defend your own territory.



First off, territories have the following benefits and defenses:
  • Siphoning Mages which generate Season Points and Siphoned Energy for the guild
  • NPC guards that defend the territory from enemy guilds
  • A tower armed with a devastating lightning beam, providing a fallback position when outnumbered in the open world
  • Guild owning the territory may receive a daily Silver tribute from Hideout owners in the same zone
  • Only territory owners can attack fully established Hideouts within the same zone
  • Higher enchantment rates of surrounding resources and better resource yield
  • Some territories provide farm plots in the open world
[h3]Open-World Territory Control[/h3]
In former seasons, outside of Invasion Days, territory control could be contested by enemy guilds via 5v5 "GvG" battles. Under the new territory control system introduced with the Queen update, all territory control fights, including those outside of Invasion Days, take place in the open world. This means that multiple guilds, as well as non-affiliated players, may show up during the battle.

Declaring an Attack on an Enemy Territory

Attack Declarations can be made at any time at the territory tower, independent of a cluster’s prime time. In order to declare an attack:
  • you need to first take out the Sentry Mage, located in front of the tower.
  • When the Sentry Mage is defeated, the tower’s lightning beam is disabled. Now you can go to the tower and declare an attack. (Note: The Sentry Mage will respawn after 20 minutes)
  • Declaring an attack costs 2 million silver, paid from your guild account, and you must have the “Attack Territory” permission in the guild. A 10-second channel will begin, which is not interrupted by damage - only "hard CC" spells like Wind Wall or Knockback will interrupt the channel.
  • A territory can be attacked by multiple guilds at once. All guilds who declare an attack will join the same battle.
  • The territory battle will take place at the beginning of the next primetime after a minimum of 20 hours since the attack has been declared


Rules of Battle
  • The Sentry Mage despawns 15 minutes before the battle (disabling the tower’s lightning beam)
  • The battle begins at primetime.
  • The battleground is directly at the territory in the open world (not in an instanced location as with prior seasons).
  • Any player can enter the cluster or cluster queue and take part in the fight.
  • As soon as the attack starts, guilds who have declared an attack in advance (see above) can claim the territory by channeling the tower:
    • The channel lasts 30 seconds, and as with attack declarations, is not interrupted by damage. Other than killing the channeling player, only "hard CC" can interrupt the channel.
    • Guilds without attack declarations in advance cannot interact with the tower.
    • The first guild to channel the tower wins the fight
    • The tower can also be channeled by the defending guild to end the attack.
    • If after 30 minutes no one has channeled the tower, the defender wins by default.

[h3]Invasion Day[/h3]
Guild seasons begin with an Invasion Day, where ownership of all territories is reset and they can be claimed in the open world by any eligible guild. Throughout the course of the season, there are two additional territory resets. For exact days and times of these events, see the Guild Season 8 schedule.

Here’s a quick guide to claiming a territory on Invasion Day:
  • During the invasion, the territory is overrun by Vengeful Guardians
  • Defeat the Elite Vengeful Guardian Lord, which spawns at the territory tower and is designed for a group of 5-10 players
  • Once the boss is defeated, you may begin channeling the tower to claim the territory. To claim it, you must meet the following requirements:
    • Pay 2 million Silver from the Guild account
    • Must have ‘Claim Territory’ permission in the Guild
    • Your guild must have at least 1,000,000 Fame in total

Queen Patch 1 is Live



In addition to other fixes and adjustments, today's patch brings much-requested improvements to Randomized Dungeons. Here's a rundown of what's changed:
  • Fame and loot for Elite Randomized Dungeons (the large-group Avalonian dungeons found in the Outlands) have been greatly boosted:
    • Fame from enemies had been increased by approximately 45%
    • Loot from enemies has been increased by approximately 110%
    • Loot from chests has been increased by approximately 28%
      • Avalonian-specific loot has been increased by approximately 50%
  • Fixed an issue where chests in Solo Randomized Dungeons were sometimes empty
  • In all dungeons, the chance of each individual in a party now receiving some loot from a chest has been increased, and the distribution of loot between party members will be more even

For a complete list of improvements and fixes, please see the official patch notes.

We will be deploying more fixes and quality-of-life improvements in the coming weeks - keep an eye on the forum for a rundown of upcoming changes!

Season 8 Brings Incredible New Rewards


Albion's eighth Guild Season starts on Saturday, February 1. As always, guilds that reach a high enough rank can claim an avatar, avatar ring, and an incredible mount: the massive Behemoth!



As this mount is still a work in progress, its exact stats, abilities, and appearance are not final. We can tell you it will have various delayed long-range attacks that are especially helpful when fighting over a specific spot, plus utility abilities to support foot soldiers. This mount will be awarded to guilds who reach Silver Rank or higher during Season 8, with increasingly higher stats (and increasingly epic appearances) with each successive tier.

The winning guild will receive a statue among the past Guild Season winners in Conquerors' Hall, which can now be accessed via all major cities. As always, the second- and third-place winners' guild banners will be on display as well. Stop by and pay your respects to all the past winners on your way to the Outlands!



Numerous changes are coming with Season 8, including open-world territory control, the new Crystal League, Smart Cluster Queues and Zerg Debuffs. We will soon be releasing a comprehensive guide to the new territory control system, so stay tuned - and be sure to tune in to AlbionTV on Saturday, February 1 when all the Invasion Day action goes down!

Outlands Report #4: A Changed World


[h3]I. Avalon's Army[/h3]
If you've been following my reports from the last few months, you know it's been quite a go for us Outlands folk. First there were rumors something was awakening, followed by the appearance of a mysterious and powerful enemy force. These foes were tricky to take down, but it was possible, and sometimes they even dropped strange glowing energy – lucrative loot for those with the will to get it.

Soon, though, things took a darker turn. New enemies appeared, with some of the bolder ones even entering our Territories. Whispered rumors claimed this growing force was some sort of ancient army, whose home was none other than the mythical Avalon. But that was surely just a rumor, right?

Well, soon enough we were given new reason to worry: immense creatures powered by some arcane magic appeared, disturbingly close to the portals we used to travel between the Outlands and Royal Continent. Whatever they were planning, it did not bode well for us.

Each day, their attacks became bolder, and the rumblings and quakings in the Outlands grew stronger. Word began to spread through the pubs and back alleys of Caerleon that the Baron, AKA the Don – the underworld boss who founded and ran Caerleon's Black Market with an iron fist – was planning a large-scale defense of the city. But even with our numbers, could we stand against a seemingly unstoppable force?
[h3]II. Doom on our Doorstep[/h3]
That morning, the air in Caerleon felt strange; almost electric. It's hard to say exactly what it was, but something in my bones told me it would be a day like no other.

https://www.youtube.com/watch?v=t184VajpRKY
(video by Equart - check out his channel here and be sure to subscribe!)

I set out toward the Marketplace, and was just about to duck underground to check on my wares when, all of a sudden, a crowd goes running past toward the Realmgate. Cries rose from all sides, and among the cacophony the message came through loud and clear: we are under attack.

I grabbed Handsome Jim and ran with the crowd toward the Realmgate. We stepped through the shimmering red portal, and there it was: one of those beastly Constructs, stomping right toward us! We raised our weapons and ran at it, and though many fell, we were able to take it down. No sooner had it fallen, though, than we got word there were others at the other Caerleon portals, all angling to make their way through.

I can't say how long we fought them that day, steel crashing against the metal of the machines, but finally one made its way right up to the portal, and began to step through. Caerleon would fall! With all our strength, we fought and fought, and finally felled the foul thing. With a final burst of energy, it unleashed a mighty explosion that people on both sides of the Realmgate flying.

When I came to, I couldn't believe my eyes: the Realmgate was shattered, its magic gone. Caerleon was connected to the Outlands no more.
[h3]III. The World Remade[/h3]
Who would have thought, just mere months ago, that not only our way of life but our very existence too would be under threat? I'd never trusted that shady old Baron, perched up on his fancy throne as if he were the king himself. Sure, I've sold my share of loot to him and his brutes, and made some good silver doing it – but I always had the feeling that, in a pinch, he would just as soon watch Caerleon burn as save it. Criminals thrive on chaos, and the past few months have seen their fair share.

I have to give him credit, though: he saw this coming, and he was ready. Chaos is one thing, but the complete destruction of Caerleon - well, that could be a blow to his business from which he might never recover. The gear he provided to our ragtag army helped save the city, and that I'll never forget. On the other hand, though, there are also rumors he may have been the one who blew up the Realmgate – the ruins show cracks and blast marks beyond what should have been made by that automaton's explosion. Why? We'll never know for sure, but if he saw this coming, perhaps he sees something else in the future known only to him...

A makeshift sort of memorial sprung up to the Realmgate, and to all who fought and fell. Word has been spreading that Varl the Stonemason, one of our most skilled sculptors, will be creating a sculpture soon which will be a proper tribute to the guilds who contributed the most to subduing the Avalonian scourge.



Despite all that's changed, Caerleon remains at the center of everything. Apart from the Black Market, and it's still a big transport hub, with fast connections to all five other Royal cities. And some of my associates in the local crafting and refining scene have reported they've been able to create more product for the same amount of material – perhaps some residual magic from those strange Avalonians.

The Outlands been remade in the image of old Avalon. The Royal Continent, too, has changed: Caerleon is no longer a bridge between lands, but with the survival of the Black Market and its newfound crafting and refining prowess, perhaps it will keep its place as the hub of the wheel.

And the Outlands? The Avalonians have torn them apart with their strange, terrible magic, and remade them in the image of old Avalon. They have gone back underground to their ancient vaults, though some entrances to these can be found throughout the wilds. Perhaps if we gather up a large enough group, we can take the battle to them, and claim some sort of revenge for the havoc they have brought to our lands... and perhaps we will even claim not only their energy, but pieces of their armor and magic for ourselves.

One thing is certain: change has come to Caerleon and the Outlands. We can either fail to adapt and become relics of the past, or we can embrace it and claim the future for ourselves. I choose the latter.

That's all you'll hear from me for now – perhaps we'll meet again in the Outlands.