Difference between revisions of "Hideouts"

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(Gallery: Added screenshots of T1 and T2 Hideout layouts)
(Reorganized and expanded to include all information provided by the devs)
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= Introduction =
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'''{{PAGENAME}}''' are structures that guilds may place in the [[Outlands]] to serve as bases of operation. They can provide various useful functions including a standard [[bank]], [[guild bank]], and home respawn point and can be upgraded to also provide access to various useful NPCs and a large number of customizable [[building]] spaces.
  
== '''General Information''' ==
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Hideouts are subject to attack by whichever guild owns the local [[territory]], so hideout owners must be prepared for both politics and war. A guild must invest a large amount of resources and organization to building and maintaining a hideout, or even multiple hideouts, but having one is crucial for spending any extended period of time in the Outlands.  
'''{{PAGENAME}}''' were introduced in Albion Online with the [[Queen Update]] in January 2020. They are structures that guilds may place in the Outlands.
 
* The [[Hideout Construction Kit]] may be crafted at a [[Toolmaker]] or purchased from the [[Market Place]]
 
* With the introduction of {{PAGENAME}}, guilds may freely place entrances to underground bases in the open-world Black zones
 
* After the construction phase, the {{PAGENAME}} becomes a powerful, autonomous "home base" with a guild bank and building spaces
 
* {{PAGENAME}} may also be upgraded to include a [[Market Place]], Artifact Forge or a [[Guild Hall]]
 
* {{PAGENAME}} may be used as respawn points
 
* To view the owner and status of a Hideout, click on the building information
 
* Hideout access rights default to Guild. Additional access rights are Private, Public, and Custom
 
* A maximum of 1 defense point can be lost per battle, and if the defenders manage to prevent their Hideout from losing a defense point in any given battle, '''all defense points are restored''' and any would-be attacker will have to start over the next day
 
* If all defense points are lost, the Hideout will be destroyed, including all contents of the Hideout, including the guild bank. When this happens, player's personal banks are transferred to the closest public bank. It takes four weeks for the items in the player's personal bank to become claimable and claiming them requires a fee
 
* A Tribute may be paid by to an aggressor a guild would prefer not to fight
 
* The Tribute system allows players to set a silver sum transferred daily to the guild controlling the local watchtower
 
  
== '''Hideout Placement''' ==
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Hideouts were introduced in Albion Online with the [[Queen Update]] in January 2020.
In order to place {{PAGENAME}}, players must meet specific requirements. Placing the Hideout takes 15 seconds and is interrupted if the player takes damage or performs any other actions. Additionally, {{PAGENAME}} do have limitations.
 
* The player placing a Hideout must be in a guild and have the "Manage Hideout" permission
 
* Hideouts may only be placed in regions that feature a watchtower territory in the Outlands
 
* Only one Hideout per guild per cluster is permitted
 
* There is a Global limit of six {{PAGENAME}} per guild and only one Hideout per region
 
* {{PAGENAME}} cannot be placed too close to numerous other game-critical objects, including other {{PAGENAME}}. They must be at least 180 meters apart from another Hideout
 
* {{PAGENAME}} may only be placed during the first four hours of the region's battle time
 
* Hideouts must be placed on even ground and there are no collisions with other objects
 
* To place the [[Hideout Construction Kit]], click on the kit in inventory and select "Place"
 
* The Kit description will reflect a green checkmark next to each placement rule when it has been met
 
  
== '''Hideout Placement Restrictions''' ==
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__TOC__
Hideouts may be placed only if they are not within the following parameters:
 
* 220 meters of the center of a major mob encampment
 
* 220 meters of the center of a major resource landmark
 
* 200 meters of a cluster entrance
 
* 110 meters of a castle
 
* 110 meters of a Watchtower territory
 
* 110 meters of a Treasure Site or Treasure Chest
 
* 110 meters of a Sepulcher of Magic
 
* 110 meters of a medium mob encampment
 
* 80 meters of a Siege Camp
 
* 50 meters of a Castle Outpost
 
* 40 meters of a Hellgate spawn position
 
  
== '''Hideout Phases''' ==
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= Hideouts on World & Region Maps =
There are three construction phases once a Hideout is placed. Once Phase 3 is completed, the Hideout will be established and will gain a maximum of 5 Defender Points. The Hideout is invulnerable until the next attack window.
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Your own guild's Hideouts are visible to you on the world map. In a region, all Hideouts are visible on the region map, including their current state.
* '''Phase 1''': lasts 20 minutes, can be attacked with a [[Demolition Hammer]]
 
* '''Phase 2''': lasts 23 hours, can not be attacked
 
* '''Phase 3''': lasts 20 minutes, can be attacked with a [[Demolition Hammer]]
 
  
== '''Hideout Upgrades''' ==
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The color of the Hideout on the region map marks your relation to the Hideout:
Once construction Phase 3 has completed, Hideouts may be upgraded to level 3. The owner will receive an in-game mail when an upgrade is initiated and when it is completed. Once an upgrade completes, players inside will be transported outside the Hideout. Nutrition is required for Hideout upkeep. Nutrition at 100% will last for 30 days.
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* Green Hideouts are your guild's Hideout
* '''Upgrade Level 1''': +2 Defender Points, 5 Building Spots, player [[Bank]], Guild Vault, and [[Repair Station]]
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* Purple Hideouts are allied Hideouts
* '''Upgrade Level 2''': +2 Defender Points, Increased Durability, local [[Market Place]], [[Farming Merchant]], and building spaces increased to a total of 25. Upgrade requires 2 days to complete and increases daily upkeep cost by 5,000 nutrition
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* Blue Hideouts are non-allied Hideouts that you've been granted access to (probably because they're set to public)
* '''Upgrade Level 3''': +1 Defender Points, Increased Durability, [[Energy Manipulator]], [[Artifact Foundry|Artifact]] Forge, [[Expedition]] Agent, [[Vanity Merchant]], and 6 additional building spaces (including one space for a [[Guild Hall]]). Upgrade requires 4 days to complete and increases daily upkeep cost by 5,000 nutrition
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* All other Hideouts appear red
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A Hideout icon may also have additional signifiers indicating its current status:
 +
* A blue Outline means a Hideout is invulnerable
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* A yellow Outline means a Hideout is vulnerable to attacks from the local territory owner
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* A Hideout which has had its shields lowered and is damageable has a flashing crossed-swords icon
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* A Hideout in its first or last construction stage has a flashing hammer on a red background
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* A Hideout in its invulnerable construction state has a flashing hammer on a blue background
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 +
 
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= Building a Hideout =
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Establishing a hideout is a multi-step process that includes obtaining the necessary resources, selecting the desired location, and defending the construction site until it is completed.
 +
 
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The first step of building is obtaining a [[Hideout Construction Kit]], either by crafting at a T6 or higher [[Toolmaker]] or by purchasing one from a [[Marketplace]]. The full kit weighs '''2250 kg''', so you’ll need to bring a strong transport mount to move it around.
  
== '''Hideout Construction Materials''' ==
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
! colspan="2" | Level 1
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! colspan="2" | Construction Kit Crafting Requirements
 
|-
 
|-
 
! style=" text-align:center; width:150px;" |<small>Item Name</small>
 
! style=" text-align:center; width:150px;" |<small>Item Name</small>
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|-
 
|-
 
|}
 
|}
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== Hideout Placement Rules ==
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A guild can have a maximum of 6 hideouts in total, but no more than 1 in any given zone. To place your Hideout in the world, you should be aware of the following limitations:
 +
 +
* Hideouts can only be placed in regions which feature a watchtower territory (either a farm or resource territory) in the Outlands
 +
* Hideouts can only be placed if you are a member of a guild and have the “Manage Hideout” permission from your guild
 +
* Hideouts can only be placed during the first 4 hours of the region’s battle time (see the region map to find a region’s battle time)
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* Hideouts can only be placed on even ground
 +
* Hideouts can only be placed where there are no collisions from other objects (and not on potentially randomly spawning camp positions)
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* Hideouts can only be placed if they are not within:
 +
** 180m of another Hideout
 +
** 220m of the center of a major mob encampment
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** 220m of the center of a major resource landmark
 +
** 200m of a cluster entrance
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** 110m of a Castle
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** 110m of a Watchtower Territory
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** 110m of a Treasure Site or Treasure Chest
 +
** 110m of a Sepulcher of Magic
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** 110m of a medium mob encampment
 +
** 80m of a Siege Camp
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** 50m of a Castle Outpost
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** 40m of a Hellgate spawn position
 +
 +
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Placement takes 15 seconds and is interrupted if you take any damage or perform any other actions.
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== Construction and Defense ==
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Once placed, the Hideout enters the first of two construction phases. In the first 20 minutes of construction, the Hideout is attackable by any players outside your guild or alliance using a [[Demolition Hammer]]. If its durability is reduced to 0, the Hideout is destroyed and the construction kit lost. If the construction site survives these first 20 minutes, it becomes invulnerable to attack until the beginning of the second phase on the following day.
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''Construction Site – Initial''
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Immediately after placement, the Hideout construction site is vulnerable to attack for 20 minutes
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Durability: 15,000
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Repair Rate: 0 Durability per second
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The second construction phase triggers at the beginning of that region’s battle time the next day. Like the first phase, the second phase also lasts 20 minutes, and also leaves the hideout vulnerable to attack by hostile players. However, if successfully defended for the entire duration, the hideout becomes established and fully functional.
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''Construction Site – Advanced''
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At the beginning of the next battle time, the Hideout construction site becomes vulnerable again for 20 minutes.
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Durability: 25,000
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Repair Rate: 15 Durability per second
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= Established Hideouts =
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Established Hideouts are fully functional bases for the owning guild and whoever they wish to grant access to. They can still be attacked and destroyed by the local territory owner, but are protected from attack most of the day and have multiple “defense points” protecting them from destruction.
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They provide a number of services, and the number and variety of these can be expanded by upgrading the Hideout itself.
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== Hideout Features ==
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=== Level 1 ===
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A basic Hideout, suitable as a small base of operations but does not have enough building slots for fully independent operations. Each one includes the following features:
 +
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''Bank & Guild Vault''
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A Hideout comes with a bank (personal storage for your items, which can be expanded for silver) as well as a guild vault (shareable storage space for your guild). Both are accessible from the bank chest in the Hideout's central hub.
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Please note that the contents of the personal bank are subject to recovery (see [[#Hideout Destruction]] below), while the guild vault is not.
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''Repair Station''
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Every Hideout comes with a repair station to repair your damaged items.
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''Building Slots (5)''
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Hideouts offer different numbers of building slots depending on their level (see Appendix A: Hideout Stats).
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Players with at least “Builder” level access permissions for the Hideout or the Hideout Management guild right can place buildings on these slots.
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Players with the co-owner access level or the Management guild right can claim buildings placed in the Hideout to manage them.
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''Crafting Bonuses''
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Any crafting actions in the Hideout receive the crafting bonuses to resource efficiency from the region the Hideout is placed in.
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Each region in the new Outlands has a set of crafting bonuses, depending on the biome of the region and its “quality”. Quality is generally higher towards the center of the Outlands, meaning higher crafting bonuses are generally available at the center of the Outlands map.
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To check what crafting bonuses a region has, check the region map.
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=== Level 2 ===
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A medium Hideout, suitable as a permanent base without many luxuries. Level 2 Hideouts include the following:
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''Marketplace''
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Hideouts of Level 2 and higher offer a marketplace, which you can use to make items available to other players. Note that anyone who can enter the Hideout can also access the marketplace, so please make sure you only grant access to players you wish to also be able to use the marketplace.
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''Farming Merchant''
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Hideouts of Level 2 and higher house a Farming Merchant. This merchant sells decorative items which can be placed in your Hideout as well as farming seeds which you can use in the farm territories in the Outlands.
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The opportunities for farming in the Outlands are expected to expand in the future, so this NPC is only bound to become more useful over time.
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''Building Slots (20)''
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Upgrading to Level 2 adds +15 additional slots to place any kind of desired building.
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=== Level 3 ===
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The most advanced Hideout—both in terms of defenses as well as facilities. They include the following features:
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''Energy Manipulator''
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Hideouts of Level 3 house their very own Energy Manipulator. This allows your guild members to participate in Crystal League fights from the Hideout as well as granting you access to rewards bought with Siphoned Energy, such as battle mounts.
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''Expedition Agent''
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Hideouts of Level 3 house an Expedition agent, allowing your guild members to participate both in regular and hardcore Expeditions directly from the Hideout.
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''Vanity Merchant''
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Hideouts of Level 3 house a vanity merchant, allowing you to buy additional decorative items and seasonal items in your Hideout!
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''Building Slots (25)''
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Upgrading to Level 3 adds +5 additional building slots, including a large plot for constructing a [[guild hall]].
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= Maintenance =
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A hideout must be actively maintained, or else risk falling into disrepair or getting destroyed by enemy players.
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== Nutrition & Feeding ==
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A Hideout consumes a set amount of nutrition points each day to remain operational. These nutrition points are consumed at the beginning of the region’s battle time, and how many points are consumed depends on a Hideout’s upgrade level.
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''Level 1''
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* Upkeep: 15,000 nutrition points/day
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* Maximum Nutrition Storage: 150,000 nutrition points (10d supply)
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''Level 2''
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* Upkeep: 20,000 nutrition points/day
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* Maximum Nutrition Storage: 400,000 nutrition points (20d supply)
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''Level 3''
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* Upkeep: 25,000 nutrition points/day
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* Maximum Nutrition Storage: 750,000 nutrition points (30d supply)
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== Attacking & Defending ==
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An established Hideout is completely invulnerable to attack most of the day, except when it becomes vulnerable or damageable at the beginning of a region's battle time.
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A Hideout at full defense points becomes partially vulnerable to attack at the beginning of the region's battle time. This state lasts for 20 minutes. During this time, an enemy player belonging to the guild owning the local region's watchtower territory may pay the attack cost at the entrance to the Hideout to lower the Hideout's defenses and immediately make it attackable by hostile players.
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If a Hideout is NOT at full defense points at the beginning of the battle time, its defenses are '''automatically''' lowered and it becomes damageable immediately with no additional fees having to be paid.
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If the Hideout's durability is reduced to 0, it loses a defense point. If it still has defense points remaining, the hideout then immediately becomes invulnerable until the beginning of the next battle time. If it loses its last defense point, the Hideout is instead completely destroyed (see Hideout Destruction).
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If, however, a Hideout survives the first 20 minutes of a region's battle time without being reduced to 0 durability, it immediately restores ALL defense points. This means that, to successfully destroy a Hideout, it must be attacked successful for a number of consecutive days equal to its defense points.
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'''Level 1'''
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* Attack Cost:
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** 1 million silver
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** 50 Siphoned Energy
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* Stats:
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** Defense Points: 2
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** Durability: 50,000
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** Repair Rate: 25 Durability per second
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'''Level 2'''
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* Attack Cost:
 +
** 3 Million Silver
 +
** 150 Siphoned Energy
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* Stats:
 +
** Defense Points: 4
 +
** Durability: 100,000
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** Repair Rate: 75 Durability per second
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 +
'''Level 3'''
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* Attack Cost:
 +
** 11 Million Silver
 +
** 550 Siphoned Energy
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* Stats:
 +
** Defense Points: 5
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** Durability: 150,000
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** Repair Rate: 100 Durability per second
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 +
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== Hideout Destruction ==
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Should a Hideout's durability be reduced to 0 while it has only a single defense point remaining, it will immediately be destroyed.
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Any players remaining inside will immediately be ejected to the entrance position and anyone logged out inside it will later find themselves either at the entrance position (if the Hideout was recently destroyed) or at one of the region entrances. All gear, buildings, and furniture inside the Hideout is destroyed EXCEPT gear stored in personal bank tabs (note that guild vault contents are still destroyed).
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Gear in personal bank tabs will instead be moved to the nearest permanent public bank (either one of the new Outland “Rests” or the nearest Royal city). You'll be informed via mail where your items have been moved.
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You'll find these items in a new tab (which does not count against your existing bank tabs), which can only be used to withdraw recovered items. These items will remain locked for 28 days until they can be claimed. Claiming them costs a fee of silver based on the weight of the item and their fast travel cost modifier, should they have one.
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= Upgrading a Hideout =
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A Hideout upgrade can be initiated at any time by any player with Co-Owner access to that Hideout (or the guild-level “Manage Hideout” right) in an established Hideout.
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To upgrade the Hideout, the player has to pay the required amount of materials as well as a sum of silver (paid from the guild account). The Hideout will then begin upgrading, visible on the outside in the form of a worker appearing on its side.
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When the upgrade completes, the Hideout will immediately gain a number of defense points and durability equal to the difference between the maximum of the new level and the previous level, i.e. a Hideout upgrading from Level 1 to 2 will immediately gain 2 defense points and 50,000 durability.
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Note that for technical reasons players will be unable to use the Hideout for 2 minutes during the final moments of the Hideout upgrade. Any player remaining active in the Hideout at this time will be ejected to the Hideout entrance, so make sure you’re not inside the Hideout at this time if you want to avoid being thrown into the open world! Players inside the Hideout close to an upgrade finishing will receive on-screen warnings about this.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
! colspan="2" | Level 2
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! colspan="2" | Level 2 Upgrade Materials
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|-
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| colspan=2 | Upgrade Duration: 48h (2 days)
 
|-
 
|-
 
! style=" text-align:center; width:150px;" |<small>Item Name</small>
 
! style=" text-align:center; width:150px;" |<small>Item Name</small>
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{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! colspan="2" | Level 3
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! colspan="2" | Level 3 Upgrade Materials
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|-
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| colspan=2 | Upgrade Duration: 96h (4 days)
 
|-
 
|-
 
! style=" text-align:center; width:150px;" |<small>Item Name</small>
 
! style=" text-align:center; width:150px;" |<small>Item Name</small>
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|}
 
|}
  
== '''Gallery''' ==
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= Hideout Damage Scaling =
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Hideouts can be attacked using Demolition Hammers when their magic defenses are down.
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Unlike other furniture, Hideouts are not destroyed when they reach 0 durability. Instead, they lose a defense point when reduced to 0 durability, then they immediately repair if they have any defense points remaining. If not, they are actually destroyed.
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To prevent massive armies from “popping” a hideout with a large siege army, the total amount of damage a Hideout takes is reduced as damage per second rises.
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The Hideout can take 228 DPS (that's about 4 people attacking it with Tier 8 Demolition Hammers) without any penalties. Any DPS above that, the overall damage the Hideout takes reduces. To give you an idea how this scales:
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= Hideout Access Rights =
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'''Hideout-Level Rights''' only apply to the specific Hideout where they have been set. They include the following:
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''Owner'': The guild leader is always considered the “owner” of the Hideout. They have access to all features of the Hideout. In addition to co-owner rights they can also make new co-owners.
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''Co-Owner'': All rights of the lower levels. In addition, they can:
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* Manage access rights (but not make new co-owners or demote co-owners)
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* Claim buildings
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* Set Hideout tribute
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* Start Hideout Upgrades
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 +
''Builder'': All the rights of a visitor. In addition, they can
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* Place buildings in the Hideout
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* Place furniture in the Hideout
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 +
''Visitor'':
 +
* Can enter Hideout
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* Can make a Home at the Hideout
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* Can add food to the Hideout supply
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* Can use Hideout facilities
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** Bank
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** Guild Vault (new tabs can only be bought by the guild owning the Hideout, however)
 +
** Marketplace
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** Use (but not place) buildings
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 +
 
 +
'''Guild Level Rights''' apply to all Hideouts belonging to that guild. They include the following:
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 +
''Manage Hideouts'': Allows players to place Hideouts and automatically grants them Owner level access to all Hideouts, allowing them to make co-owners.
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 +
''Attack Territory/Hideout'': Allows players to initiate attacks on Hideouts, which includes paying the silver cost from the guild bank.
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 +
 
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= Gallery =
 
<gallery widths="150" heights="150" perrow="6">
 
<gallery widths="150" heights="150" perrow="6">
 
File:HideoutConstruction.png|'''Construction Phase 1'''
 
File:HideoutConstruction.png|'''Construction Phase 1'''
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</gallery>
 
</gallery>
  
== '''Additional Resources''' ==
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= Source =
 
[https://forum.albiononline.com/index.php/Thread/122511-Hideouts-A-Detailed-Guide/?s=a41b4182d1ba7274f48e6fef312a798fcf598fd9 Detailed Hideout Guide]
 
[https://forum.albiononline.com/index.php/Thread/122511-Hideouts-A-Detailed-Guide/?s=a41b4182d1ba7274f48e6fef312a798fcf598fd9 Detailed Hideout Guide]
 
[[Category: Building]]
 
[[Category: Building]]
 
[[Category: Gameplay Mechanic]]
 
[[Category: Gameplay Mechanic]]
__NOTOC__
 

Revision as of 04:15, 25 January 2020

Introduction

Hideouts are structures that guilds may place in the Outlands to serve as bases of operation. They can provide various useful functions including a standard bank, guild bank, and home respawn point and can be upgraded to also provide access to various useful NPCs and a large number of customizable building spaces.

Hideouts are subject to attack by whichever guild owns the local territory, so hideout owners must be prepared for both politics and war. A guild must invest a large amount of resources and organization to building and maintaining a hideout, or even multiple hideouts, but having one is crucial for spending any extended period of time in the Outlands.

Hideouts were introduced in Albion Online with the Queen Update in January 2020.

Hideouts on World & Region Maps

Your own guild's Hideouts are visible to you on the world map. In a region, all Hideouts are visible on the region map, including their current state.

The color of the Hideout on the region map marks your relation to the Hideout:

  • Green Hideouts are your guild's Hideout
  • Purple Hideouts are allied Hideouts
  • Blue Hideouts are non-allied Hideouts that you've been granted access to (probably because they're set to public)
  • All other Hideouts appear red

A Hideout icon may also have additional signifiers indicating its current status:

  • A blue Outline means a Hideout is invulnerable
  • A yellow Outline means a Hideout is vulnerable to attacks from the local territory owner
  • A Hideout which has had its shields lowered and is damageable has a flashing crossed-swords icon
  • A Hideout in its first or last construction stage has a flashing hammer on a red background
  • A Hideout in its invulnerable construction state has a flashing hammer on a blue background


Building a Hideout

Establishing a hideout is a multi-step process that includes obtaining the necessary resources, selecting the desired location, and defending the construction site until it is completed.

The first step of building is obtaining a Hideout Construction Kit, either by crafting at a T6 or higher Toolmaker or by purchasing one from a Marketplace. The full kit weighs 2250 kg, so you’ll need to bring a strong transport mount to move it around.

Construction Kit Crafting Requirements
Item Name Quantity
Silver 10,000,000
Siphoned Energy 500
Limestone Block 3,000
Sandstone Block 2,000
Travertine Block 800
Granite Block 400
Slate Block 200


Hideout Placement Rules

A guild can have a maximum of 6 hideouts in total, but no more than 1 in any given zone. To place your Hideout in the world, you should be aware of the following limitations:

  • Hideouts can only be placed in regions which feature a watchtower territory (either a farm or resource territory) in the Outlands
  • Hideouts can only be placed if you are a member of a guild and have the “Manage Hideout” permission from your guild
  • Hideouts can only be placed during the first 4 hours of the region’s battle time (see the region map to find a region’s battle time)
  • Hideouts can only be placed on even ground
  • Hideouts can only be placed where there are no collisions from other objects (and not on potentially randomly spawning camp positions)
  • Hideouts can only be placed if they are not within:
    • 180m of another Hideout
    • 220m of the center of a major mob encampment
    • 220m of the center of a major resource landmark
    • 200m of a cluster entrance
    • 110m of a Castle
    • 110m of a Watchtower Territory
    • 110m of a Treasure Site or Treasure Chest
    • 110m of a Sepulcher of Magic
    • 110m of a medium mob encampment
    • 80m of a Siege Camp
    • 50m of a Castle Outpost
    • 40m of a Hellgate spawn position


Placement takes 15 seconds and is interrupted if you take any damage or perform any other actions.


Construction and Defense

Once placed, the Hideout enters the first of two construction phases. In the first 20 minutes of construction, the Hideout is attackable by any players outside your guild or alliance using a Demolition Hammer. If its durability is reduced to 0, the Hideout is destroyed and the construction kit lost. If the construction site survives these first 20 minutes, it becomes invulnerable to attack until the beginning of the second phase on the following day.

Construction Site – Initial Immediately after placement, the Hideout construction site is vulnerable to attack for 20 minutes Durability: 15,000 Repair Rate: 0 Durability per second

The second construction phase triggers at the beginning of that region’s battle time the next day. Like the first phase, the second phase also lasts 20 minutes, and also leaves the hideout vulnerable to attack by hostile players. However, if successfully defended for the entire duration, the hideout becomes established and fully functional.

Construction Site – Advanced At the beginning of the next battle time, the Hideout construction site becomes vulnerable again for 20 minutes. Durability: 25,000 Repair Rate: 15 Durability per second


Established Hideouts

Established Hideouts are fully functional bases for the owning guild and whoever they wish to grant access to. They can still be attacked and destroyed by the local territory owner, but are protected from attack most of the day and have multiple “defense points” protecting them from destruction.

They provide a number of services, and the number and variety of these can be expanded by upgrading the Hideout itself.


Hideout Features

Level 1

A basic Hideout, suitable as a small base of operations but does not have enough building slots for fully independent operations. Each one includes the following features:

Bank & Guild Vault A Hideout comes with a bank (personal storage for your items, which can be expanded for silver) as well as a guild vault (shareable storage space for your guild). Both are accessible from the bank chest in the Hideout's central hub. Please note that the contents of the personal bank are subject to recovery (see #Hideout Destruction below), while the guild vault is not.

Repair Station Every Hideout comes with a repair station to repair your damaged items.

Building Slots (5) Hideouts offer different numbers of building slots depending on their level (see Appendix A: Hideout Stats). Players with at least “Builder” level access permissions for the Hideout or the Hideout Management guild right can place buildings on these slots. Players with the co-owner access level or the Management guild right can claim buildings placed in the Hideout to manage them.

Crafting Bonuses Any crafting actions in the Hideout receive the crafting bonuses to resource efficiency from the region the Hideout is placed in. Each region in the new Outlands has a set of crafting bonuses, depending on the biome of the region and its “quality”. Quality is generally higher towards the center of the Outlands, meaning higher crafting bonuses are generally available at the center of the Outlands map. To check what crafting bonuses a region has, check the region map.

Level 2

A medium Hideout, suitable as a permanent base without many luxuries. Level 2 Hideouts include the following:

Marketplace Hideouts of Level 2 and higher offer a marketplace, which you can use to make items available to other players. Note that anyone who can enter the Hideout can also access the marketplace, so please make sure you only grant access to players you wish to also be able to use the marketplace.

Farming Merchant Hideouts of Level 2 and higher house a Farming Merchant. This merchant sells decorative items which can be placed in your Hideout as well as farming seeds which you can use in the farm territories in the Outlands. The opportunities for farming in the Outlands are expected to expand in the future, so this NPC is only bound to become more useful over time.

Building Slots (20) Upgrading to Level 2 adds +15 additional slots to place any kind of desired building.

Level 3

The most advanced Hideout—both in terms of defenses as well as facilities. They include the following features:

Energy Manipulator Hideouts of Level 3 house their very own Energy Manipulator. This allows your guild members to participate in Crystal League fights from the Hideout as well as granting you access to rewards bought with Siphoned Energy, such as battle mounts.

Expedition Agent Hideouts of Level 3 house an Expedition agent, allowing your guild members to participate both in regular and hardcore Expeditions directly from the Hideout.

Vanity Merchant Hideouts of Level 3 house a vanity merchant, allowing you to buy additional decorative items and seasonal items in your Hideout!

Building Slots (25) Upgrading to Level 3 adds +5 additional building slots, including a large plot for constructing a guild hall.


Maintenance

A hideout must be actively maintained, or else risk falling into disrepair or getting destroyed by enemy players.

Nutrition & Feeding

A Hideout consumes a set amount of nutrition points each day to remain operational. These nutrition points are consumed at the beginning of the region’s battle time, and how many points are consumed depends on a Hideout’s upgrade level.

Level 1

  • Upkeep: 15,000 nutrition points/day
  • Maximum Nutrition Storage: 150,000 nutrition points (10d supply)

Level 2

  • Upkeep: 20,000 nutrition points/day
  • Maximum Nutrition Storage: 400,000 nutrition points (20d supply)

Level 3

  • Upkeep: 25,000 nutrition points/day
  • Maximum Nutrition Storage: 750,000 nutrition points (30d supply)


Attacking & Defending

An established Hideout is completely invulnerable to attack most of the day, except when it becomes vulnerable or damageable at the beginning of a region's battle time.

A Hideout at full defense points becomes partially vulnerable to attack at the beginning of the region's battle time. This state lasts for 20 minutes. During this time, an enemy player belonging to the guild owning the local region's watchtower territory may pay the attack cost at the entrance to the Hideout to lower the Hideout's defenses and immediately make it attackable by hostile players.

If a Hideout is NOT at full defense points at the beginning of the battle time, its defenses are automatically lowered and it becomes damageable immediately with no additional fees having to be paid.

If the Hideout's durability is reduced to 0, it loses a defense point. If it still has defense points remaining, the hideout then immediately becomes invulnerable until the beginning of the next battle time. If it loses its last defense point, the Hideout is instead completely destroyed (see Hideout Destruction).

If, however, a Hideout survives the first 20 minutes of a region's battle time without being reduced to 0 durability, it immediately restores ALL defense points. This means that, to successfully destroy a Hideout, it must be attacked successful for a number of consecutive days equal to its defense points.

Level 1

  • Attack Cost:
    • 1 million silver
    • 50 Siphoned Energy
  • Stats:
    • Defense Points: 2
    • Durability: 50,000
    • Repair Rate: 25 Durability per second

Level 2

  • Attack Cost:
    • 3 Million Silver
    • 150 Siphoned Energy
  • Stats:
    • Defense Points: 4
    • Durability: 100,000
    • Repair Rate: 75 Durability per second

Level 3

  • Attack Cost:
    • 11 Million Silver
    • 550 Siphoned Energy
  • Stats:
    • Defense Points: 5
    • Durability: 150,000
    • Repair Rate: 100 Durability per second


Hideout Destruction

Should a Hideout's durability be reduced to 0 while it has only a single defense point remaining, it will immediately be destroyed.

Any players remaining inside will immediately be ejected to the entrance position and anyone logged out inside it will later find themselves either at the entrance position (if the Hideout was recently destroyed) or at one of the region entrances. All gear, buildings, and furniture inside the Hideout is destroyed EXCEPT gear stored in personal bank tabs (note that guild vault contents are still destroyed).

Gear in personal bank tabs will instead be moved to the nearest permanent public bank (either one of the new Outland “Rests” or the nearest Royal city). You'll be informed via mail where your items have been moved.

You'll find these items in a new tab (which does not count against your existing bank tabs), which can only be used to withdraw recovered items. These items will remain locked for 28 days until they can be claimed. Claiming them costs a fee of silver based on the weight of the item and their fast travel cost modifier, should they have one.


Upgrading a Hideout

A Hideout upgrade can be initiated at any time by any player with Co-Owner access to that Hideout (or the guild-level “Manage Hideout” right) in an established Hideout.

To upgrade the Hideout, the player has to pay the required amount of materials as well as a sum of silver (paid from the guild account). The Hideout will then begin upgrading, visible on the outside in the form of a worker appearing on its side.

When the upgrade completes, the Hideout will immediately gain a number of defense points and durability equal to the difference between the maximum of the new level and the previous level, i.e. a Hideout upgrading from Level 1 to 2 will immediately gain 2 defense points and 50,000 durability.

Note that for technical reasons players will be unable to use the Hideout for 2 minutes during the final moments of the Hideout upgrade. Any player remaining active in the Hideout at this time will be ejected to the Hideout entrance, so make sure you’re not inside the Hideout at this time if you want to avoid being thrown into the open world! Players inside the Hideout close to an upgrade finishing will receive on-screen warnings about this.

Level 2 Upgrade Materials
Upgrade Duration: 48h (2 days)
Item Name Quantity
Silver 20,000,000
Siphoned Energy 1,000
Rough Logs 1,250
Rough Stone 125
Slate Block 500
Level 3 Upgrade Materials
Upgrade Duration: 96h (4 days)
Item Name Quantity
Silver 80,000,000
Siphoned Energy 4,000
Rough Logs 5,000
Rough Stone 500
Slate Block 2,000


Hideout Damage Scaling

Hideouts can be attacked using Demolition Hammers when their magic defenses are down.

Unlike other furniture, Hideouts are not destroyed when they reach 0 durability. Instead, they lose a defense point when reduced to 0 durability, then they immediately repair if they have any defense points remaining. If not, they are actually destroyed.

To prevent massive armies from “popping” a hideout with a large siege army, the total amount of damage a Hideout takes is reduced as damage per second rises.

The Hideout can take 228 DPS (that's about 4 people attacking it with Tier 8 Demolition Hammers) without any penalties. Any DPS above that, the overall damage the Hideout takes reduces. To give you an idea how this scales:


Hideout Access Rights

Hideout-Level Rights only apply to the specific Hideout where they have been set. They include the following:

Owner: The guild leader is always considered the “owner” of the Hideout. They have access to all features of the Hideout. In addition to co-owner rights they can also make new co-owners.

Co-Owner: All rights of the lower levels. In addition, they can:

  • Manage access rights (but not make new co-owners or demote co-owners)
  • Claim buildings
  • Set Hideout tribute
  • Start Hideout Upgrades

Builder: All the rights of a visitor. In addition, they can

  • Place buildings in the Hideout
  • Place furniture in the Hideout

Visitor:

  • Can enter Hideout
  • Can make a Home at the Hideout
  • Can add food to the Hideout supply
  • Can use Hideout facilities
    • Bank
    • Guild Vault (new tabs can only be bought by the guild owning the Hideout, however)
    • Marketplace
    • Use (but not place) buildings


Guild Level Rights apply to all Hideouts belonging to that guild. They include the following:

Manage Hideouts: Allows players to place Hideouts and automatically grants them Owner level access to all Hideouts, allowing them to make co-owners.

Attack Territory/Hideout: Allows players to initiate attacks on Hideouts, which includes paying the silver cost from the guild bank.


Gallery

Source

Detailed Hideout Guide