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|
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 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.
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.
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.
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.
A medium Hideout, suitable as a permanent base without many luxuries. Level 2 Hideouts include the following:
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.
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.
The most advanced Hideout—both in terms of defenses as well as facilities. They include the following features:
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.
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.
Hideouts of Level 3 house an Expedition agent, allowing your guild members to participate both in regular and hardcore Expeditions directly from the Hideout.
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.
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
|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||Defense Points: 2
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
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.
- First Respawn: no penalty
- Second Respawn: 30 seconds
- Third Respawn: 60 seconds
- Fourth Respawn: 120 seconds
- Fifth Respawn or more: 240 seconds
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)|
|Level 3 Upgrade Materials|
|Upgrade Duration: 96h (4 days)|
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 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
- 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
- Guild Vault (new tabs can only be bought by the guild owning the Hideout, however)
- 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.