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The world is divided into two continents, Royal Continent and Outlands. Each continent is divided into regions commonly referred to as zones. Territories are claimable spaces in the open world which can be claimed by guilds through multiple days of open world combat - ZvZ (resource and farm territories in the Outlands). Territories provide a variety of benefits depending on the tower level of the territory. Not every cluster contains claimable territories.

Territory Claiming

Claiming an unclaimed territory is simple - just kill the NPCs guarding the territory, go to the tower, pay the silver fee and complete the channel. Be wary, however: there will likely be others looking to do the same, and territories can only be claimed during the “Primetime” of the zone.

If the territory you are looking to conquer has already been claimed by another guild, you will need to declare an attack and win the territory over several days of open world combat.

Declaring Attacks

Attack declarations are made directly at the enemy territory. In order to declare an attack you need to first take out the Sentry Mage. When the Sentry Mage is defeated, the tower’s defenses are disabled. Now you can go to the tower and declare an attack. The actual fight will happen at the next day at the start of the cluster’s prime time.

  • Attack Declarations can be made at any time, independent of a cluster’s prime time.
  • A territory can be attacked by multiple guilds at once. (they all join the same battle)
  • Declaring an attack costs 2 million silver
  • Example:
    • An attack declaration is made on Monday at 14 UTC.
    • The attacked territory's prime time is 20 UTC.
    • The actual battle time will be on Tuesday at 20 UTC.

Open World Battle

  • The Sentry Mage despawns 15 minutes before the attack (disabling the tower laser)
  • Attacks can only happen at the cluster’s prime time.
  • The battleground is directly at the territory in the open world (not any instance)
  • Any player can enter the cluster and take part in the fight
  • As soon as the attack starts, guilds can claim the territory by channeling the tower:
    • The channel lasts 30 seconds, but can’t be interrupted by damage (only hard CC interrupts the channel)
    • The tower can be channeled by the defending guild to end the attack
    • OR by any guild with an attack declaration. (If your guild has no declaration you can’t interact with the tower)
    • The first guild to channel the tower wins the fight
    • If after 30 minutes no one has channeled the tower, the defender wins by default

Territory Benefits

Season Points

  • Territories score from 100 up to 300[1] Season Points every day at the zone's primetime, depending on the territory's position in the Outlands. The closer to the center the Territory is, the more Season Points it scores. For exact value per territory. Territory scores can be further increased by leveling up your tower (see Tower Upgrades below).[2]

Owning a territory has the following benefits:

  • Siphoning Mages which generate Season Points and Siphoned Energy for the guild (Farms now also have Siphoning Mages)
  • You can bank your item in the chest - you may only bank equip-able item.
  • The territory has NPC guards that attack enemy guilds
  • The tower itself is armed with a devastating lightning beam, providing an fallback position when outnumbered in the open world
  • Some territories provide farm plots in the open world (Farms)

Tower Upgrades

The territory tower can be upgraded with Crystal League. Crystal League matches can be started from a territory tower. Winning those matches from the tower has following benefits:

  • Winning a Crystal League match level 4 or higher gives an additional Crystal League Chest for each member of the winning team.
    • The tier of the chest depends on the won tower level, i.e. T5 Chest for a T5 match, etc (this reward is independent of the tower level and only depends on the token level)
  • Winning a match of the tower’s level or higher will upgrade the tower by one level Example:
    • Winning with a level 3 token on a level 3 tower will upgrade the tower to 4
    • Winning with a level 3 token on a level 5 tower, on the other hand, will have no effect
  • A tower’s level decays over time.
    • Losing crystal league matches has no direct influence.
    • However If no match is won of at least the current tower level, the tower will lose one level after a number of days. The number of days depends on the tower level. (see the chart below)
  • Losing ownership of an territory does not reset the Tower Level, even on Invasion Day the towers keep their level
    • At the end of the season all towers are reset to level 1 and stay on level 1 until the next season starts
  • The tower upgrade has the following effects:
    • Increases the yield for resource gathering for EVERY player in the cluster
    • Increases the rate of enchanted resources to spawn in the cluster
    • Increases the strength of the territory guards and Sentry Mage
    • Siphoning Mages create more energy and season points

Tower Level Values

Tower Level Cluster Buff:

Resource yield increase

Cluster Buff:

Resource enchantment Factor

NPC Guards Buff (incl. Sentry Mage) Siphoning Mage Buff:

Energy & Season Point Factor

Tower Level Decay Rate
1 - 1 - 1 -
2 2% 1.1 +15% Hitpoints

+10% Damage

1.1 4 days
3 5% 1.2 +30% Hitpoints

+20% Damage

1.2 4 days
4 7% 1.3 +60% Hitpoints

+30% Damage

1.3 4 days
5 10% 1.4 +90% Hitpoints

+50% Damage

1.4 8 days
6 12% 1.6 +130% Hitpoints

+70% Damage

1.6 15 days
7 15% 1.8 +170% Hitpoints

+100% Damage

1.8 29 days
8 20% 2 +220% Hitpoints

+150% Damage

2 29 days

Types of Territories

2 types of territory that a guild can claim

Resource Territories - These territories contain many farmable resources. These territories offer their owners a gathering yield buff while inside the territory and are protected by guards and a deadly watchtower.

Farm Territories - On these plots are many farms accessible to the controlling guild in order to help maintain food costs. These plots are protected by NPC guards and a deadly watchtower in the center.

The Territory Advantage

There are many benefits to owning or being in an alliance with owners of a territory.

  1. These spaces are safe havens in full loot zones. They are patrolled by Guards with high damage and health pools that do not turn aggressive to allies. They can be used to run from enemies, or log out safely in a zone.
  2. They have bank storage. You can store materials you are gathering here, extending how long you can remain in the zone. You can store equipment here to quickly change sets and join the action. You can store your current equipment here and /suicide to get to town quicker. You can safely store that loot you just got and continue on your journey. You can place a repair table and always have somewhere to repair nearby. Storage offers wonderful advantages.
  3. Watchtower plots are full of resources, and allies get a gathering bonus while gathering inside a territory.

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
3 March 2021Rise of Avalon Patch 15 (Season 12 Patch)Territory Season Points (amounts given daily for owned territories):
  • 240 → 300
  • 200 → 260
  • 160 → 220
  • 120 → 180
  • 80 → 140
  • 40 → 100

Castle Season Points (amounts given every six hours for owned castles):

  • 270 → 340
  • 225 → 295
  • 180 → 250
  • 135 → 205
  • 90 → 160
  • 45 → 115

Castle Outpost Season Points (amounts given every three hours for owned castle outposts):

  • 48 → 50
  • 40 → 44
  • 32 → 38
  • 24 → 32
  • 16 → 26
  • 8 → 20
13 January 2021Rise of Avalon Patch 12
  • A chat message is now sent when the territory commander in an owned territory is under attack
  • 26 February 2020Queen Patch 5
    • This is a debuff that gives reduced Siphoned Energy gains to all alliances and unallied single guilds that have ten or more territories, with each additional territory beyond ten further decreasing energy earned by 5%.
    • This debuff is based on territories only and does not include Castles or Castle Outposts.
    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
    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 UpdateGuilds now claim territories via open-world battles, with the zerg debuff (introduced with the Standalone Season) ensuring that armies cannot triumph on numbers alone. Via the Crystal League (see below), Watchtowers can also be upgraded for cluster-wide bonuses.

    Territories and siege camps have been removed from the Royal Continent. (Two siege camps still exist in Birken Fell and Wyre Forest for attacking Caerleon.) Additionally, Outlands territories will no longer have banks (though battlevaults are still available), and can no longer be used as respawn points, with Hideouts now playing this role.

    There is now a maximum of one territory per Outlands cluster. Upkeep, claim, and attack costs for territories have been adjusted to reflect this change.
    7 December 2019Changelog: Avalonian Invasion Second Phase
    • Starting today, three new Avalonian foes will appear in the open world: the Avalonian Attack Drone, Avalonian Spearman, and Avalonian Winged Guard.
    • Starting today, all territory ownership will be reset and territories will become claimable. Territories can be claimed at one of two times:
      • Territories with a primetime starting at 12:00, 14:00, 16:00, 17:00, 18:00, 19:00, 20:00 and 21:00 UTC can be claimed starting Saturday at 18:00 UTC
      • Territories with a primetime starting at 22:00, 23:00, 00:00, 1:00, 2:00, 3:00, 4:00 and 5:00 UTC can be claimed starting Sunday at 01:00 UTC
    • Beginning with today's invasions, guilds will face off against new Avalonian enemies when attempting to claim territories.
    • Reminder: for the duration of the season, killing Avalonian Mage World Bosses gives Season Points based on the Outlands region in which they appear:
      • Anglia: 50
      • Cumbria: 70
      • Mercia: 90
    • As with regular Guild Seasons, you must be a member of a ranking guild for 75% of the season in order to receive Season Rank Rewards.
    28 January 2019Nimue Patch #6
    • Watchtower Attack Range: 15m → 20m
      • This change should make it harder to tower dive - for example, in forest territories, the watchtower should now cover the whole circular platform
    25 October 2018Merlyn Patch 7
    • Disallowed furniture placement around orbs in Watchtower territories
    • Increased number of guards in Watchtower territories
    • Siphoning Mages:
      • Alert radius: 10m → 25m (this means that mages will now call for help from the surrounding guards)
      • Fame: 597 → 4588
      • Energy drop on kill reduced by 10%
      • Season points on kill reduced by 10%
    • Guard (Soldier)
      • Warcry spell reworked:
        • It is now only triggered when at least 6 enemies are on its aggro list
        • The spell now increases damage and defense of other guards (this stacks up the more players are on the aggro list and the more guards are in combat at once)
      • Fame: 153 → 306
      • Pursuit radius: 25m → 45m
    • Guard (Archer)
      • Fame: 138 → 276
      • Pursuit radius: 25m → 45m
    25 May 2018Lancelot Patch #7
    • When a territory changes owners, any attack sent from that territory will now be cancelled and will not trigger a counterattack.
    6 December 2017Kay UpdateTerritory Evacuation
    • If a home territory (ie, one with building slots) is conquered through GvG, there is now a grace period of three days before ownership changes hands
    • This, along with the existing ability to deconstruct buildings to recover most of their resources, gives Guilds who lose their home territory a chance to get out with most of their investment intact
    • Because losing a home territory is now significantly less punishing, the Defender Bonus has been reduced to a flat 5% in all cases
    6 December 2017Kay Update
  • Territories will no longer reset their nutrition level when claimed, and will continue to lose nutrition while unclaimed. If you claim a territory that has no nutrition left, you have a five minute grace period to add some before it becomes unclaimed again

    1. https://forum.albiononline.com/index.php/Thread/144464-Changes-for-Guild-Season-12/
    2. https://forum.albiononline.com/index.php/Thread/122484-Guild-Season-8-Schedule-and-Changes/