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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.

[video]http://assets.albiononline.com/uploads/media/default/media/video_/media/659fe80fe3866_720.mp4[/video]

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…

Guide: Guild Seasons



Being a member of a guild has many benefits, and collaboration is key in Albion Online. Joining a guild allows you to engage in Guild Warfare, find players for group activities, enjoy the safety of Hideouts and Territories as well as advancing and upgrading your Conqueror’s Challenge more easily.

[h3]Guild Warfare[/h3]
During Guild Seasons, players can work with their guild to conquer and raid territories, take over castles and engage in various challenges in order to earn Season Points that will benefit both the guild as a whole and its individual members.


[h3]Season Structure[/h3]
Each Guild Season lasts approximately 12 weeks and can be split into 3 segments of 4 weeks each, bookended by Invasion Days. During these, all territories become neutral and must be recaptured, with guilds needing to take down a Territory Guardian in order to claim a Territory Tower for themselves.



Outside of Invasion Days, territories can be raided, and have attacks declared on them, during their prime time, which depends on their region. Prime time lasts for one hour, at the end of which a percentage of a territory’s Raw and Siphoned Energy is converted into Season Points.

The first two parts of the season award regular points, while territory Season Points are doubled during the final four weeks.

[h3]Earning Season Points[/h3]
Season Points can be generated through many different types of content. Even a guild that doesn’t hold territories or isn’t focusing on PvP can rank high enough to declare their own Headquarters.

Territories

Holding territories as a guild is a great way to generate a lot of Season Points. After capturing a territory on an Invasion Day or after a successful attack you can level it up using Power Crystals. Higher level territories generate more points, while the quality of the region amplifies this effect.



If your guild is part of an alliance, Season Points gained from territories will be shared with them. 50% of all points go directly to your guild, while the remaining 50% are split amongst all other guilds inside the alliance, including your own.

Holding many territories as a guild or alliance also increases the Control Cost. If this number exceeds 15, a Siphoned Energy Drain is applied, and if it exceeds 25 all individual members face Fame and Silver penalties.

Guild Might Levels

Guild Might Levels allow every guild member to contribute to the guild’s effort through different activities. Each level attained will directly earn the guild a certain amount of Season Points.

If you’re in a guild and you want to look up your guild’s progress, you can do so within the Guild UI.



Guild Challenge

The Guild Challenge is an additional tool for players to contribute Season Points. You can level this up by acquiring Challenge Points. These can be obtained by killing mobs, gathering, or fishing, and are identical to those used to progress in the Adventurer’s Challenge. Daily bonus points do not count towards the Guild Challenge.

[h3]Benefits for the guild[/h3]
Guilds can make a name for themselves by conquering and holding numerous objectives in the Outlands, while climbing up the season rankings. This both increases their visibility for new members, and grants valuable rewards.

Controlling territories generates Siphoned Energy, which acts as a passive income for guilds. Guilds can use Silver to launch attacks on enemy territories, upgrade guild infrastructure, or give out regears or other benefits to their members. The more Season Points a guild attains, the better the location in which they can declare a Headquarters Hideout. Headquarters Hideouts are a special form of Hideout that become invulnerable to enemy attacks as long as they receive enough power from Power Cores.



Here is an overview of how many Season Points you need to declare a Headquarters in different regions:
  • 200,000: Quality 6 / Tier 8
  • 120,000: Quality 5 / Tier 8
  • 80,000: Quality 4 / Tier 8
  • 40,000: Quality 3 / Tier 7
  • 20,000: Quality 3 / Tier 6
  • 10,000: Quality 1 / Tier 6
  • 1,000: Roads of Avalon
[h3]Benefits to Guild Members[/h3]
Players can get a number of rewards by actively participating in guild activities. If the guild owns Hideouts or territories they can use Power Cores and Power Crystals to level their Hideouts and territories respectively while gaining a significant amount of Might for their personal Conqueror’s Challenge, and earn Favor to purchase additional items at the Energy Manipulator.

Owning territories and Hideouts as a guild also provides safety to your members. Here they can meet, store their equipment, or seek shelter from an enemy group. Leveling up a Hideout using Power Cores also increases the resource return rate of items crafted there, which is a great way for crafters to increase their profit margins.

Additionally, climbing the guild rankings will upgrade your personal Conqueror’s Chest within the Conqueror’s Challenge.



When a territory generates siphoned energy, all guild members will also get a daily might bonus that they can claim in their Conqueror’s Challenge UI.

[h3]Personal Rewards[/h3]
You can also gain Might and Favor when actively playing and participating in guild activities. Might is used to progress in the Conqueror’s Challenge, which can be viewed in the Activities UI. Advancing your Conqueror’s Challenge will unlock a Small, Medium or Grand Conqueror’s Chest, each becoming more valuable. In addition, if your guild reaches a higher rank it will also upgrade the Conqueror’s Chest which expands and increases the rewards.
This can include battle mounts, temporary fame buffs, unique avatars and artifacts for Crystal Weapons.

You can also receive a Grand Conqueror’s Chest every week for reaching 20,000 Might. If you don't attain this in a week, your progress will carry over to the next week.

Might is earned through activities in lethal areas, including guild objectives, PvE, Gathering, Hellgates, and more. Some Might is also gained when your guild levels up within a season bracket.

Favor can be used at the Energy Manipulator to purchase various items like Tomes of Insight, Siphoned Energy or Avalonian Crests. Favor is gained from activities that award Might but don’t have direct loot associated with them, such as Power Crystals, Power Cores, or some PvE activities. In addition, you can earn Favor for every 5,000, 10,000 and 15,000 Might earned every week.



Guilds play a central role in the world of Albion, so if you’re interested in joining one yourself you can use the Guild Finder to find one and begin your quest to conquer Albion!

Crystal Raiders is Live



Crystal Raiders is here! This update introduces major new additions and improvements to guild warfare in Albion, with Territory Raiding, Crystal Weapons, Guild Season updates, and much more.

To mark the occasion, we’ve produced a new trailer:

[previewyoutube][/previewyoutube]
[h3]Guild Warfare Re-Envisioned[/h3]

Crystal Raiders introduces a new Territory Raiding system that brings thrilling new dimensions to territory control, while allowing smaller guilds more opportunities to strike. Hideouts are rebalanced to offer more stability the longer they are held, with reworked crafting bonuses based on Power level. And Might and Might Levels have been updated to give smaller guilds more ways to earn Season Points, while increasing the challenge for larger guilds focused on bigger objectives such as Castles.


[h3]New Weapons, Improved Rewards[/h3]

Crystal Raiders introduces Crystal Weapons, powerful weapons with unique abilities crafted from Artifacts gained as season rewards. The first three weapons fill out the Sword, Spear, and Arcane Staff lines, with three new weapons coming each subsequent season. A daily Might Bonus rewards players for territories held by their guild, and a reworked Conqueror's Challenge rewards both individual and guild progress.


[h3]Additional Improvements[/h3]
  • Rare Tracking Targets that drop valuable loot
  • Combat balance changes
  • Region quality overlay for the world map
  • Numerous optimizations and improvements
  • …and much more

For the complete list of changes, see the patchnotes, and for more info, check out the official update page:

LEARN MORE