In Albion Online, the term Open World refers to everything that is not accessible through gated entry (instanced content).This page will outline some of the most common open world content within the game.
All Zones, Territories, Open World Dungeons, Castles, Treasure Chests and other content would be considered open world - if you can interact or compete with other players in the proximity of the feature.
Clusters are divided into four types of zones in Albion as a way to easily show differences in PvP mechanics:
- Blue Zone: Full loot PvP enabled only for Faction War flagged players representing different cities
- Yellow Zone: PvP flagging/reputation system; PvP-lite in that you may be knocked down by other players and lose a portion of your stackable items, full-loot PvP enabled only for Faction War flagged players representing different cities. If you click die, you will drop all items in your inventory.
- Red Zone: PvP flagging/reputation system; full-loot PvP in the open world including for Faction War flagged players representing different cities
- Black Zone: Full-loot PvP without the flagging and reputation system
Territories are open-world claimable areas within clusters that provide an NPC and deadly watchtower guarded refuge for players in the owner's guild or alliance. Some of the other cluster-wide benefits include additional resource enchantment rate and bonus gathering yield. The benefits and the defenses of the territory increase as the tower is upgraded through the crystal league system.
Territories are only claimable during seasons, and change hands regularly via Invasion Days throughout the season or anytime mid-season through open-world combat.
Open World Dungeons
Open World Dungeons are designated locations on the map with a high density of mobs. There are 4 types of open world dungeons:
- Outside mob camps around the world bosses.
- Inside mobs on the world bosses location (when the boss hasn't spawned)
- The mobs around the regular group dungeons
- Sepulcher of Magic (see image below)
Castles are open-world structures which can be claimed by guilds. Because the rewards for owning a castle are season points, loot, and safe deposit for the owners, many guilds try to compete for the ownership of the castle and engage in Zerg vs. Zerg (ZvZ) fights.
Treasure Sites, Lesser and Greater Outlands Treasure
There are three different types of treasure sites. The "Treasure Site" which spawns in the Royal Continent, and the "Greater Outlands Treasure" and "Lesser Outlands Treasure" which both spawn in the Outlands. All treasure sites are special areas in the open world within a cluster and marked on the world map, which feature a large central treasure chest which refills with items at designated times throughout the day (the time is visible by clicking on the marker on the World Map.) These locations serve as a reoccurring conflict driver as players fight to secure the area in order to loot the chest.
Warcamps / Siege Camp
War camps are places where players can store items safely. Only the specific player has access to the chest, like in a bank. They are local.
They are also one of the ways to start a Guild vs Guild fight, in order to conquer a territory. The timer at which it open to launch an attack, or to pacify, are written on the local map and correspond to the GvG timer. It requires the « Launch an attack » guild permission, and the guild need to have the silver in the guild bank account. After a (15s?) channel, the attack is launched.