(this is all still heavy work in progress, help out by adding information or rewording a sentence to make it clearer. thanks)
Guild vs Guild Battles (GvG's) are instanced fights in which players fight to gain control over open world Home Territories, Resource Territorries or to gain ownership over one of the six cities on the Royal Continent. The matches are fought in a 5v5 format except when competing for the ownership of cities, in this case the format is 20v20.
The victor of a GvG battle is determined through a combination of capture points and killing the opposing team. GvG battles are always fought with a full-loot ruleset. Black zone GvG battles are considered one of the toughest challenges in all of Albion.
- 1 How to Initiate a GvG
- 2 Picking Gear for a GvG Fight
- 3 How to Join a GvG
- 4 GvG Fight Mechanics & Ruleset
- 5 Counter Attacks & Retaliate Mechanics
- 6 GvG Lockout System
- 7 Ways to Train for GvGs
- 8 GvG Seasons
How to Initiate a GvG
To initiate a Guild vs Guild battle, an attack must first be launched from either a Siege Camp or a neighbouring territory.
- Launching an attack from a neighboring territory can be done any time, from the world map. (by who? need perms?)
- Launching an attack from a Siege Camp requires a player to be at the Siege Camp, during the time frame when the Siege Camp is enabled. Clicking the symbol on the worldmap will show you when is is possible to launch the next attack on a territory.
Each territory has a GvG time frame as shown in the territory info box when clicking on the zone on the world map. The time frame is 4 hours long and has four (4) GvG fight slots, one each hour. Any scheduled GvG's will occur at the first slot available.
For example, Hardsun Plain :
Hardsun Plain has a claim duration between 04:00 - 08:00 UTC, with 4 slots : 04:00 UTC, 05:00 UTC, 06:00 UTC, 07:00 UTC
Any scheduled GvG's over that zone would start at 04:00 UTC, unless there is already a GvG planned in the first slot.
GvG fights launched during the GvG time frame are scheduled for the next day at the first available slot. If the attack is launch outside of the GvG time frame of the attacked territory, the attack is considered to be launched during the next time frame, and will be scheduled the day after the next time frame.
For example, Hardsun Plain :
If an attack is launched at 09:00 UTC Monday, the battle will be planned at 04:00 UTC Wednesday. (why not 04:00 tuesday? - so its at least 24h later? / in the timeslot that is at least 24h away? )
If another attack (from a different territory or Siege Camp) is launched at (or before) 07:59 UTC Tuesday, the battle will be planned at 05:00 UTC Wednesday (slot #2)
If an attack was launched from a territory, there is a cooldown period and another attack can not be launched for the next 24 hours. (confirmed 24h or after/before next timeslot?)
The basecost to launch a GvG costs is X.XX Silver (currently about 1.5m), but varies in price depending on the gobal discount.
There are ways to get back most of the attack cost:
- 90% of the costs are reimbursed if at least 1 point is taken from the defending guild during the battle. This is done to prevent attacks without players showing up for the fight.
- 5% of the attack cost goes to the winning team of the GvG battle.
- If an attacking team scores no points, 95% of the costs go to the defender and 5% is a silver sink.
The timers of Siege Camps may vary depending on the GvG timeframe of the zone, but an attack can be launched to the territory regardless (.. of what?). See the information above about GvG time frames.
When launching attack from a Siege Camp, you may use the battlevault to store your items for the GvG battle (see below for more information about battlevaults).
See the Siege Camp article for more information.
Picking Gear for a GvG Fight
During a GvG battle, guilds can only bring a limited amount of weapons and armor. The gear that is used during the gear must be prepared prior to the GvG and must be stored in the correct battle chest to be usable during a fight, in case one member of the team dies and loses his items due to the full-loot ruleset.
It is advisable to organise the gear you are going to use during a gvg beforehand, this means for example picking the right spells or splitting stacks of buff-food or potions beforehand, so that during the heat of battle you are not distracted by inventory management and can just right-click equip your gear.
Each home-territory and each resource territory has their own, unique battle-chest and your team must place their gear in the correct territory or Siege Camp (the one you’re attacking from) to be usable during the gvg.
- Battlevaults store up to 64 slots of items, with no weight restriction.
- Only equipable items can be stored in a battevault:
Siphoned energy can be placed into the chest as well.
Item Power restrictions
During yellow and red zone GvG item power above 800 is reduced by 80%.
- 1000 IP -> 840 IP
- 1300 IP -> 900 IP
Scaling IP caps have been introduced to GvGs that take place in the Low and Mid Outlands. The IP caps will be as follows:
- Anglia (Low Outlands): 50% scaling above 1000 IP (for example, 1500 IP becomes 1250 effective IP)
- Cumbria (Mid Outlands): 50% scaling above 1200 IP (for example, 1500 IP becomes 1350 effective IP)
Note: Glouvia(Low Outlands) and Siluria(Mid Outlands) have been introduced after those changes, but follows Anglia and Cumbria item power rules respectively.
How to Join a GvG
If you are a member of the guild that is launching the attack, you can join a GvG by opening the guild menu ('G' per default) , chosing the gvg you want to join and then click join. If you have the rights to invite your guild-mates to a GvG (see guild rights system) (need name & default picture) you can invite your team members or members of your alliance. Guildmembers with the rank X can also kick players from the GvG. Once the GvG starts (you’ll see a warning (need image)) everyone who signed up to the gvg will be teleported to the battle. Players fighting in the GvG battle must be in the correct zone when the GvG starts to be teleported.
- if you’re attacking you can either be in the attacking zone or the defending zone
- if you’re defending you must be in in the defending teritorry
GvG Fight Mechanics & Ruleset
Guild vs Guild fights have different rulesets, depending on the type of territory you’re fighting over.
The general ruleset for a resource territorry GvG battle are as follows:
- Each team starts with 150 points. Teams can only lose points, but not gain points.
- The first team at 0 loses the GvG fight.
- There are 3 capture points (stones) on the map. At the start of the match these are unclaimed.
- Claiming a stone removes 1 point for the other team.
- Every minute of the fight, the team with fewer stones will lose points - depending on the capture difference of stones captured:
- If your team has fewer stones captured than your oponents you will lose 10 points every minute.
- If the opposing team has captured all three stones, you will lose 20 points every minute.
- If a player dies, 4 points will be deducted from his teams score.
- At the beginning of a GvG, there is a 30 second timer, during wich both teams are locked to their tent area to prepare and get ready.
- A GvG fight can last for a maximum of 25 minutes. If no team has won at the end, the defender team wins.
- When killed, a player must wait a certain time to respawn. This respawn time will grow longer as the GvG fight progresses.
Players within the range of their tents are immune to damage and CC and regenerate a small amount of health and energy. Enemies that come to close to the tent will be hit by a high damage beam to prevent tent-diving.
Special ruleset for City GvG (20v20):
- Cities have 5 stones
- Both team start with 200 points [confirmation needed]
- Kills during city fights are only worth 1 point
Counter Attacks & Retaliate Mechanics
When a territory is attacked, the defender team not only defend it, but depending on the outcome, they have various tools :
- Counter attack : If the defender team wins with more than 100 points, the game triggers a counter-attack on the attacking territory 30 mins after the start of the initial GvG. Counter attack happens outside of GvG slot.
- Retaliate : when the defender team loose a territory but have a neighboring territory (or a Siege Camp still available on the same map), they can launch a retaliate in the next hour after the loss. Retaliate happens at the next slot available.
GvG Lockout System
- When a player fight in a GvG, unless he win a defense GvG with 150 points, his character is locked for exactly 24 hours on the territory on which he used the battle vault. ( not sure how it works for war camps )
- Automatic counter-attacks do not reset the lockout timer [confirmation needed]
- Retaliates reset the lockout timer. [confirmation needed]
- For 24 hours, your character character can only defend this territory or an adjacent one, and/or attack from this territory or an adjacent one.
- Adjacent territories are connected with a white line on the world map. Select All in the second drop-down menu in the upper right corner of your screen while viewing the world map.
- The lockout lasts 24 hours and not 23 hours 59 minutes. For example, If you play a GvG at 20:00 on Monday, you cannot join a GvG starting at 20:00 on Tuesday unless territories are adjacent.
Ways to Train for GvGs
- Item power soft-capped at 800 IP
- No risk of losing gear
- Can queue solo or as a group (up to 5)
- 5v5 Hellgates:
- IP above 1000 reduced by 50%
- get some fame, money
- train 5v5 with real consequences
- GvG Training Battles (Scrims)
- (guide: https://forum.albiononline.com/index.php/Thread/86776-GvG-Training-Battles-A-Quick-How-To-Guide/)
- most teams train with 1300-1350 avg. ip, so 8.1 or good specialisations are needed.
Guilds can compete in GvG Seasons, that last around 3 months and since Season 4 award special rewards for the top ranked guilds. The details about the previous GvG Seasons can be found here: