Hideouts

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Introduction

Hideouts are structures that guilds may be placed 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 number 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 the building is obtaining a Hideout Construction Kit, either by crafting at a T6 or higher Toolmaker or by purchasing one from a Marketplace. (Crafting this item does not fill Tinker's Journals) 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 the following regions:
    • Regions that feature a watchtower territory (either a farm or resource territory) in the Outlands.
    • In Avalonian Rest zones in the Roads of Avalon. The hideout must be placed near an available hideout placement crystal.
  • 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 that 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:

Artifact Foundry:
Hideouts of Level 3 house an artifact foundry, used to combine runes, souls, and relics into various artifact items for crafting and enchanting powerful equipment.

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 grants 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.

Power Level

Hideouts must be supplied with Power Cores in order to increase their Power Level. The Power Level slowly decays over time, so guilds must remain active in supplying Power Cores to their hideouts if they want to maintain their benefits.

In the Roads of Avalon, hideouts will lose defense points if they have insufficient power from Power Cores. There is a grace period of 3 days after the hideout is first constructed before the lack of power starts damaging the hideout.

Hideouts receive benefits for maintaining a high Power Level.

  • In the Roads of Avalon, keep Power Level at 2 or higher to maintain shielding throughout battle time.
  • Each Power Level adds an additive +1% bonus to general crafting and a +2% bonus to specialist crafting (for a total of +3% for specialist crafting recipes since these are additive with each other).

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.

Hideout Level Upkeep Maximum Nutrition

Storage

Level 1 15,000 nutrition points/day 150,000 nutrition points (10d supply)
Level 2 20,000 nutrition points/day 400,000 nutrition points (20d supply)
Level 3 25,000 nutrition points/day 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 the local watchtower is not owned, no attack can be launched on the hideout until the territory is captured again.

Hideouts placed within the Roads of Avalon can receive an attack declaration from any guild at the zone's prime time.

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 restores one defense point.

Hideout Level Attack Cost Stats
Level 1 1,000,000 silver

50 Siphoned Energy

Defense Points: 2

Durability: 50,000

Repair Rate: 25 Durability per second

Level 2 3,000,000 silver

150 Siphoned Energy

Defense Points: 4

Durability : 100,000

Repair Rate: 75 Durability per second

Level 3 11,000,000 silver

550 Siphoned Energy

Defense Points: 5

Durability: 150,000

Repair Rate: 100 Durability per second

Hideout Respawn Penalties

In order to prevent overuse of repeated-suicide defense strategies when defending a hideout, players will be delayed from leaving a hideout set as "Home" after respawning there multiple times. The effect has a 10-minute cooldown, meaning after 10 minutes without dying and respawning in a Hideout the counter returns to zero.

Time Penalties:

  • First Respawn: no penalty
  • Second Respawn: 30 seconds
  • Third Respawn: 60 seconds
  • Fourth Respawn: 120 seconds
  • Fifth Respawn or more: 240 seconds

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 a Demolition Hammer 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 becomes partially reduced. This generally follows the curve seen below:

Hideout DPS from Siege Hammers.png

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 only make a Home at the Hideout, if he is a member of the alliance
  • 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

See Also

Headquarters Hideouts

Source

Detailed Hideout Guide

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
19 June 2023Beyond the Veil Patch 10
  • If a guild owns a territory in the same zone as their Hideout, that Hideout's Energy depletion rate is reduced (i.e. it holds its Energy more effectively):
    • Level 0-3: -12.5%
    • Level 4: -14.2%
    • Level 5: -16.6%
    • Level 6: -20%
    • Level 7: -25%
    • Level 8: -33.3%
    • Level 9: -50%
  • Roads Hideouts cannot gain the Territory Bonus
  • Increased HQ Hideout Power Bonus from 50% to 100%
  • Increased HQ Hideout Energy Penalty from 35% to 51%
  • Increased Energy drain rate for Hideouts and HQ Hideouts at medium-to-high levels:
    • Level 4: +16.6%
    • Level 5: +20%
    • Level 6: +25%
    • Level 7: +33.3%
    • Level 8: +50%
    • Level 9: +100%
  • Decreased Energy granted by Outlands Hideout Power Cores from 100% to 75%
8 May 2023Knightfall Midseason Patch (Beyond the Veil Patch 8 and Hotfix 1, 2)Caches

While we’ve wanted to add more item loot to Mob Camps, traditional delivery methods don’t create the type of gameplay we’re looking for. If a chest spawns early, whoever gets there first wins. If it spawns late, we create a “King of the Hill” scenario until the chest spawns. While some may prefer this, Treasure Chests already serve this purpose, and this gets away from what Mob Camps are supposed to be: PvE objectives that can be completed at any time, versus demanding immediate attention.

To solve this, Caches can now be found in all Mob Camps:

  • After completing a Mob Camp, a Cache unlocks that is lootable only by the player that generated it. They are thus “instanced” treasure chests, with each player having their own reward pool. Rarity is also instanced, so a given Cache may be rare for one player but legendary for another.
  • As Mob Camps are completed relatively quickly, the loot is also distributed in a nontraditional fashion. The most common “Green” Caches contain nontradable Fame. This scales with the lethality, tier, and rarity of the Mists you’re in, but does not scale with the Cache’s rarity, to give as much Fame as possible to common Caches.
  • More importantly, however, this can significantly improve the item loot of blue, purple, and legendary Caches – all of which can potentially be found in any Mob Camp.
8 May 2023Knightfall Midseason Patch (Beyond the Veil Patch 8 and Hotfix 1, 2)Coffers

Treasure Chests within the Mists are a great way to bring players together to fight for loot. However, they fail to bring smaller groups together, they don’t encourage newer players to compete, and they don’t offer conflict-averse players a chance to swipe the loot before others arrive.

For this reason, we’ve created Coffers that can be found throughout the Mists:

  • Coffers work exactly like other Open World Treasures, with one exception: they only reveal their location to nearby players.
  • While these chests are worth less than Treasures that broadcast their location to the entire map, they spawn much more frequently than the larger chests.
21 November 2022Beyond the Veil UpdateDiminishing Returns have been reworked for knockbacks and knocking enemies into the air, to prevent players being stun-locked by repeated knock-ups:
  • Knocking enemies into the air is now affected by Diminishing Returns
  • Knocking enemies into the air now counts as knockback for DR, with individual adjustments applied to various abilities
  • Knockback DR Factor: 0.04 → 0.08
  • Knockback DR Time: 15s → 10s
2 March 2022Lands Awakened Patch 6Hostile Dismount status now prevents looting of killed hostile players. Additionally, players must now dismount before looting a killed player. This change was made for two reasons:
  • To require a greater commitment to potential PvP while looting in combat situations, bringing greater risk to a previously easy reward
  • To prevent players from accidentally losing their shield bubble when clicking on a corpse, which is often used to bait less experienced players into being easily attackable
2 March 2022Lands Awakened Patch 6Previously, immunity to certain debuffs was set up such that triggered effects intended to ignore immunity did not. This has been reworked to allow certain unique systems to overlook immunity. Examples:
  • When using a portal invisibility shrine after being force-dismounted, the immunity to Silence was canceling the Silence aspect of the shrine. Since shrines are triggered by the player, the Silence effect now ignores the immunity.
  • When the Smart Cluster Queue activated after a forced dismount, the Stun effect of being moved to a different zone was ignored. The Smart Cluster Queue Stun effect now always applies to players moved via this system.
28 July 2021Call to Arms Patch 9
  • Reduced recovery time of items from destroyed Hideouts from 28 days to 7 days, and halved the recovery fee
  • 28 July 2021Call to Arms Patch 9
    • Zones must still be overcrowded for a minimum duration before they can be skipped, which resets regularly
    • However, if the zone becomes uncrowded for a brief time it no longer resets the counter
    • Also reduced personal cooldown for zone skipping: 125s → 60s
    • Overall, this should reduce wait times for zone skipping
    17 March 2021Call to Arms Update
    • Players can no longer be debuffed to the point where Healing Output is entirely nullified:
      • Minimum Value of Healing Received Bonus: -70%
      • Minimum Value of Healing Cast Bonus: -70%
    17 March 2021Call to Arms Update
    • Instanced areas (i.e. Hideouts) and tunnel zones are now included in the queue functionality, meaning players can now skip overcrowded zones outside their Hideouts and can skip into tunnel zones
    • Cluster Skipping is now possible when relogging into an overcrowded cluster
    • The Smart Cluster Queue now also activates in all Royal Continent zones:
      • This change makes large-scale Faction Warfare battles possible on the Royal Continent
      • Each Faction counts as its own contingent
      • Cluster Access Priority settings do NOT impact Faction-flagged players
      • The queue assigns at least 50 spots per Faction, even if they are vastly outnumbered
      • 50 spots are also reserved for non-Faction-flagged players, to prevent Faction players from completely blocking zones for other players
    • Improved the UI for cluster skipping:
      • Now all available zones are immediately selectable
      • Opening the world map will no longer cancel cluster selection
      • The cluster selection screen now provides more info about the cluster:
        • Tier and danger level (i.e. red or yellow) of the target cluster
        • Distance to the selected cluster (i.e. how many zones will be jumped)
    2 February 2021Rise of Avalon Patch 13 (Balance Patch)Consumable items that commonly collect in large stacks can now be used in a single click via the new Use All Button in the item UI.
    • Stacks of Silver Bags will be consumed instantly and grant you the full amount of Silver
    • Tomes of Insight and chests use a channeled spell, meaning the items are still consumed individually and the channel can be canceled at any point.
    • The following items now have a "Use All" option:
      • All Silver Bags
      • All Tomes of Insight
      • All Reward Chests (will display an additional window showing accumulated loot): Adventurer's Challenge Chests, Crystal League Chests, etc.
    13 January 2021Rise of Avalon Patch 12Smart Cluster Queue
    • Updated deactivation conditions: the queue can now be deactivated in the middle of an update cycle if player numbers allow
    • Players will no longer be able to skip overcrowded clusters within the first 2 minutes of queue activation
    10 December 2020Rise of Avalon Patch 11
  • Skip Overcrowded Cluster Cooldown: 30s → 125s
  • 16 November 2020Rise of Avalon Patch 9
    • AoE Escalation:
      • 2 Targets = 8% → 5%
      • 3 Targets = 16% → 10%
      • 4 Targets = 24% → 15%
      • 5 Targets = 32% → 20%
      • 6 Targets = 40% → 25%
      • 7 Targets = 40% → 30%
      • 8 Targets = 40% → 35%
      • 9+ Targets: remains at 40%
    21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1
    • AoE Escalation:
      • Escalation now increases by 8% for each additional target hit and caps at 40% extra damage:
        • 2 Targets hit = 8%
        • 3 Targets hit = 16%
        • 4 Targets hit = 24%
        • 5 Targets hit = 32%
        • 6+ Targets hit = 40%
    21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1New Disarray parameters ensure the ZvZ meta plays out in a similar way across a wide range of fight sizes, while still offering smaller groups protection from large armies:
    • Disarray is no longer a flat debuff
    • Instead, it reduces damage output and CC Duration when attacking targets with a lower Disarray level
    • Against targets with the same or higher Disarray level, Disarray has no impact on your stats
    • Damage reduction depends on the difference of Disarray levels between attacker and target - the higher the difference, the greater the effect
    • Increased Disarray player cap; debuff now caps at Level 50 for 450 players
    21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1The following changes give players more control over how they set up armies for the queue. Player sorting is now done on a per-party level, meaning the system will attempt to keep existing parties together:
    • Party leaders can now assign a Party Cluster Access Priority for their party as well as for individual members in the Cluster Access Priority UI (accessed via the party leader's player context menu)
    • Priority Access determines the order in which parties will enter an overcrowded cluster
    • This gives alliances more control over which forces are moved into the cluster and keeps party structures intact
    • The Preferred Cluster Access Guild Right has been removed
    • The queue now moves players from a single contingent either in or out during a given cycle, so players of the same contingent no longer replace each other
    27 August 2020Rise of Avalon Patch 2Disarray (zerg debuff) curve is flattened further and now hard caps at 30% (150 or more players). Example values:
    • 50 Players: Disarray Strength 18%
    • 100 Players: Disarray Strength 28%
    • 150 Players: Disarray Strength: 30% (hard cap)
    12 August 2020Rise of Avalon Update and Hotfix 1, 2Clicking on a player-built building on the cluster map (Hotkey: N) will now highlight all buildings of the same type within the cluster.
    12 August 2020Rise of Avalon Update and Hotfix 1, 2
  • AoE Escalation max bonus: 100% → 70%
  • Maximum Ability Damage Increase from buffs: +150% → +100%
  • 22 June 2020Queen Patch 14 and Hotfix 14.1, 14.2, 14.3Healing Sickness (2 sources of Healing)
    • The penalty for receiving Healing from 2 sources has been increased:
      • Reduction in Healing Received: 30% → 35.3%
    4 June 2020Queen Patch 13 and Hotfix 13.1Players waiting to enter a cluster via the Smart Cluster Queue now also add to the total Disarray headcount in the cluster for which they are queueing. For example:
    • Alliance X has 100 players in Cluster A
    • Alliance X also has 80 players in Cluster B, 50 of whom are waiting to enter Cluster A via the Smart Cluster Queue
    • All Alliance X players in Cluster A would receive a Disarray debuff based on 150 players (100 in cluster + 50 in queue)
    • All Alliance X players in Cluster B would receive a Disarray debuff based only on the 80 players in the cluster
    4 June 2020Queen Patch 13 and Hotfix 13.1Additionally, the effects of Disarray, AKA the zerg debuff, no longer accelerate as quickly with higher player numbers. The new debuff thresholds can be seen in the chart below.

    As a reminder, the following 3 attributes are affected by the debuff:

    • Bonus Damage vs. Players
    • CC Duration vs. Players
    • Received Healing
    5 May 2020Queen Patch 11 (Season 9 Patch) and Hotfixes 11.1, 11.2, 11.3
  • Item durability loss now scales based on the number of players who attacked the victim. This change will only apply in areas where player vs player combat is lethal, and does not apply in the following cases:
    • When all players involved in the kill are faction flagged
    • During Crystal League Battles
    • In Hellgates
  • The chart below shows the increase in durability loss per additional attacker. (Note: items with durability loss are not destroyed, but are also not usable until they are repaired.)
  • 5 May 2020Queen Patch 11 (Season 9 Patch) and Hotfixes 11.1, 11.2, 11.3The following adjustments affect guilds and alliances that own 10 or more territories in the first case, and 20 or more in the second.

    Siphoned Energy Drain:

    The penalty still starts at 10 Territories, but now increases in increments of 3%:

    • 10 Territories - 3% less total Siphoned Energy
    • 11 Territories - 6% less total Siphoned Energy
    • 12 Territories - 9% less total Siphoned Energy, etc.

    Fame and Silver Penalty:

    The penalty now starts at 20 Territories and increases by 1% per additional territory:

    • 20 Territories - 1% reduction in Silver and Fame earned from open-world PvE and activities
    • 21 Territories - 2% Penalty
    • 22 Territories - 3% Penalty, etc.
    11 March 2020Queen Patch 7
  • All players within an alliance will receive reduced Silver and Fame income if the alliance holds 10 or more territories (excluding Castles and Castle Outposts)
  • This also applies to players in guilds without an alliance, if their guild holds 10 or more territories
  • This penalty applies to all Fame gained from gathering and PvE and all Silver gained from mob drops and downed players
  • This penalty starts at 1% with the 10th territory and increases by 1% per additional territory
  • 11 March 2020Queen Patch 7Following up on the community’s feedback, we have reworked the loot in randomized dungeon chests according to the following principles:
    • T6 chests have been largely reverted to the status that they had on Queen’s launch as these chests were very popular with the player base.
    • We have used the old T6 chest balancing as a baseline and set up T7 and T8 chests as strictly better versions of them.
    • T7 chests no longer contain T4 loot and have higher drop chances for T7 and T8 loot than T6 chests
    • T8 chests no longer contain T4 and T5 loot, and have much higher drop chances for T7 and T8 loot than T6 chests.
    We hope that these changes will significantly improve the loot experience in the game.
    4 March 2020Queen Patch 6Introduced a feature that will delay players from leaving a Hideout set as "Home" after respawning there multiple times. The effect has a 10-minute cooldown, meaning after 10 minutes without dying and respawning in a Hideout the counter returns to zero.

    Time penalties:

    • First Respawn: no penalty
    • Second Respawn: 30 seconds
    • Third Respawn: 60 seconds
    • Fourth Respawn: 120 seconds
    • Fifth Respawn or more: 240 seconds
    This is intended to prevent overuse of repeated-suicide defense strategies when defending Hideouts.
    4 March 2020Queen Patch 6Items without a durability stat will no longer be destroyed upon knockdown.

    Previously, the following behavior occurred:

    • Items with durability: 5% durability loss
    • Items without durability: 10% destruction chance

    After Patch 6:

    • Items with durability: 5% durability loss (no change)
    • Items without durability: immune to destruction

    This change is intended to help introduce newer players to combat without item loss (i.e. in yellow zones), and to avoid situations where players were confused about what happened to items. It should also improve the overall loot experience in Elite Dungeons, where a large percent of loot was previously destroyed by being knocked down repeatedly.

    Item destruction rate and durability loss rate upon death (killed by another player, suicide, etc.) are not affected by this change.
    4 March 2020Queen Patch 6
    • Patch 5 introduced a 3-day cooldown for leaving and rejoining the same alliance. (This existed alongside the 7-day cooldown on joining a new alliance that was already in the game.)
    • With today's patch, the duration of this cooldown has been updated:
      • Alliance Rejoin Cooldown: 3 Days → 7 Days
    26 February 2020Queen Patch 5
    • Minimum Item Power: 800 → 700
    • This reduces the Smart Cluster Queue's emphasis on high IP gear
    19 February 2020Queen Patch 4
    • Limited furniture placement in various parts of territories and Hideouts, including Hideout exits where furniture would prevent players from leaving
    • Marketplace notifications for items bought/sold in Hideouts now correctly reference the Hideout name
    • Renamed "Territories" section of Guild UI to "Guild Estates", which is now expanded to include Guild Island, Hideouts, and Territories
      • Note: clicking the icon next to an item on this list will show its position on the world map
    • Fixed an issue where members of non-defending guilds could not view the battle UI of an upcoming territory battle via the world map
    • Fixed an issue where scheduled territory battles were not displayed on the territory UI when opened via the Guild UI
    • Numerous additional fixes and improvements to the Territory, City Fight, and Crystal League signup UIs
    12 February 2020Queen Patch 3Items and Silver gained are now tracked separately in the combat log:
    • "Loot" channel now only displays items when picked up
    • New "Silver" channel created
    • Both can be enabled or disabled as desired
    29 January 2020Queen Patch 1 and Hotfix 1.1
  • Hideouts under construction can now only be seen on the local cluster map by those currently in the cluster
  • 20 January 2020Queen UpdateHideouts allow guilds to place underground bases in open-world black zones. After a construction phase, during which the Hideout can be attacked, it becomes a powerful, autonomous "home base" with a guild bank and building spaces, and at higher levels can include a Marketplace, Artifact Forge, Energy Manipulator, and Guild Hall. Hideouts can also be used as respawn points, filling the role formerly played by territories (see "Open-World Territory Battles" below).

    Requirements and limitations:

    • The player placing a Hideout must be in a guild
    • Max. 1 Hideout per guild per cluster
    • Max. 6 total Hideouts per guild across the whole gameworld
    • Cannot be placed too close to critical objects and game areas, including other Hideouts
    • Can only be placed during cluster primetime
    20 January 2020Queen UpdateThe Queen update completely reworks the Outlands, with lower-tier zones at the outer edge and higher-tier zones at the center. This allows guilds of different strengths to compete at their own levels, and alongside numerous additional new systems such as Hideouts and Open-World Territory Battles (see below), allows guilds to truly live in the Outlands.

    The updated Outlands continent contains three small towns: Arthur's Rest, Merlyn's Rest, and Morgana's Rest. Each has a bank, repair station, and local marketplace, as well as a shrine for an invisibility buff lasting 30 seconds or until departing, allowing players to choose their exit in secret.

    All clusters within an Outlands region now share the same prefix for improved search and navigation, and portal clusters are indicated by name.
    20 January 2020Queen UpdateAdditionally, the temporary changes to construction / demolition (to assist players moving buildings prior to the update) has ended. Constructing a building gives general Fame once again, and demolishing a building returns 90% of the original resources used to build it.
    20 January 2020Queen UpdateItem Power progression has been streamlined and simplified, and now increases in a linear manner. More details: https://forum.albiononline.com/index.php/Thread/121085

    In addition, Mastery Modifiers have been added to the Mastery Bonuses of high-tier equipment:

    • 5% on all T5 items
    • 10% on all T6 items
    • 15% on all T7 items
    • 20% on all T8 items

    This bonus applies to all Armors, Weapons, and Offhands, and includes IP bonuses from basic Specializations as well as advanced Masteries. Enchanted gear will be calculated at the level of its base tier, i.e. T5.0 through T5.3 all receive the same 5% bonus.

    Sample case: if you get an additional 100 IP from your Destiny Board Masteries for swords, using a Tier 6.2 Sword will give you a 10% additional boost to that Mastery bonus, for a total bonus of 110 IP.
    20 January 2020Queen Update
    • Adding resources to buildings during construction/repair/upgrading is now 5x faster and you can add up to 999 resources in one action (previously 30)
    • Cost of overcharge has increased from 1 Siphoned Energy to 10 to make overcharging a less clear choice on low-tier items
    • Global discount reference rate adjusted to match current gold market economy
    • Zerg debuff ("Disarray") no longer applies in red and yellow zones
    • The number of fragments needed to enchant items has been doubled as enchanting with fragments was too cheap and undermined crafting with enchanted resources
    • Trash icon updated for better visibility while looting
    • Changed main tutorial area name from "Hideout" to "Cove" to avoid confusion with the new Hideout feature
    • Changed Marketplace category for several items:
      • Dungeon Maps: Consumables/Maps
      • Chopped Fish: Products/Cooked
      • Undead, Keeper, and Morgana Mount Upgrades: Materials/Other
      • Avalonian and Siphoned Energy: Materials/Other
    20 January 2020Queen Update
    • Healing Sickness:
      • Healing Received Reduction (2 Healers): 25.9% → 30%
      • Debuff Duration (2 or more Healers): 5s → 8s
    18 December 2019Percival Patch 12
    • From now until the launch of the Queen update, destroying a building gives back 100% of the resources used to create the building. This temporary change was put in place to help players move buildings out of the Outlands before they are automatically destroyed with the Queen launch.
    • During the same time period, Fame gained from upgrading buildings with resources is disabled to prevent Fame exploits.

    Note that this change will be reverted to the regular rate of resource return for destroyed buildings (90%) and the usual Fame earned when Queen goes live.

    29 November 2019Percival Patch 11
    • Healing Sickness Debuff duration: 2s → 5s
    18 September 2019Percival Patch 5 (Midseason Patch)
    • Self-Healing Sickness:
      • Healers who heal themselves constantly will now be inflicted with a Self-Healing Sickness debuff, which reduces all incoming healing by 25%
      • Self-Healing Sickness is not triggered if the Healer heals any other target with a Q ability, and thus should only impact solo Healers
    31 July 2019Percival Patch 2 and Hotfix 2.1Access Rights
    • Alliance members can now be given similar access rights to chests, islands, etc. as guild members
    • Access rights can now be copy-pasted from one object to another
    • "Withdrawal from Account" rights have been split as follows:
      • Withdrawal from Silver Account
      • Withdrawal from Energy Account
    • "Attack Territory" rights have been split as follows:
      • Attack Territory
      • Pacify Warcamp (new)
    • "Manage Banks" rights have been split as follows:
      • Manage Banks
      • View Chest Logs (new)
    • Co-Owners of Banks tabs can now view the tab's logs
    31 July 2019Percival Patch 2 and Hotfix 2.1Loot Table Updates
    • Castle chests can now drop Level 1 Artifacts
    • Treasure sites (chests/lockers) can now drop Level 2 and 3 Artifacts
    10 July 2019Percival Update
  • Disabled furniture placement on entrances to random dungeons, as well as some small dungeon entrances that were missed with the last patch
  • 10 April 2019Oberon Patch 2 / Free-to-Play LaunchAs of April 10, Albion Online will be entirely free to download and play. Existing players can continue playing as normal, while new players can create an account and play the game without purchasing a pack. The Premium system continues unchanged, and Premium status can still be purchased with either real-world money or ingame currency.
    10 April 2019Oberon Patch 2 / Free-to-Play LaunchRespawn Changes
    • The ability to respawn "in nearest city" is replaced with an ability to respawn "in last visited city"
    • The ability to respawn "at nearest territory" is removed, but you can set any territory tower as a home
    • You can still respawn at a home, however you will lose your home binding when you choose to respawn in "last visited city"

    Special Island Move

    • During a special transition period of one month, you will be able to move your personal and guild islands to a city of your choice
    • Each island may only be moved a single time, and the move is wasted if not used during this transition period
    • Islands created after the patch goes live CANNOT be moved - this only applies to islands created before the patch
    10 April 2019Oberon Patch 2 / Free-to-Play Launch
  • With the launch of free-to-play, the global Silver discount has been adjusted based on a Silver-to-Gold ratio of 2000:1, which allows for lower Silver prices for actions like repairing, buying islands and seeds, re-spec, etc.
  • The "fade to red" effect when health approaches zero has been reduced, giving players a better chance of staying alive at low health
  • All visual quality settings/presets now have "Show Effects" set to "All" by default
  • Premium and Gold stats now appear on the Character Selection screen
  • Changes to dungeon immunity:
    • You cannot get a new "bubble" (immunity to damage and other effects) in dungeons within 60 seconds of last receiving the buff
    • Dungeon immunity duration: 10s → 15s
  • The Undead Knight's spell indication should now be easier to read
  • Reward for "Not a Small Fish" tutorial quest was reduced from 2 Adept's Royal Sigils to 1 Adept's Royal Sigil
  • Tier 7 Earth Elementals found in Randomized Dungeons now only have up to two charges of T7 Stone
  • 20 March 2019Oberon Update - Oberon Update Hotfix #1, #2, and #3Player Execution
    • Cast Time: 1s → 1.5s
    • Taking damage now cancels this cast
    • You can no longer execute players while silenced
    ... further results