Albion Online

Albion Online

166 ratings
What to do in Albion Online? Activity Overview [Updated April 2024]
By LForward
This is a guide for everyone that doesn't know what to do in Albion Online. I listed and explained all the activities I recommend to other players. This guide covers solo, group, zerg and economical activities.
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Introduction
Hello everyone, I'm LForward, the author of various guides across different games and genres. I have already created a few guides for Albion Online before, but I felt that the different activities, that the game has to offer, were never listed and explained anywhere. That's why I decided to write this guide. First I just wanted to provide a list of activities for my guild members, so they know what activities to expect, but soon it developed into more than just a list and I felt that certain mechanics need to be explained. I definitely don't want to dictate what you should do, I'm just sharing my personal view of activities that I think players should try out if they feel lost.

I was also inspired by Elsa's "What to Do in Albion Online"[albiononline.com] from 2018 but as we all know, a lot more activities were added since then and many of them need some explanation. I will only cover activities that I participated in and that I can recommend to other players. If you notice any major activity missing, that every new Albion player needs to know about, please let me know and I will consider adding it.

If you want to know more about a certain activity I suggest looking up a guide that goes more into detail for that specific content.
Changelog
[26th July 2022]

Added Changelog section.
Edited Castle Outpost & Castle section to reflect the "Into The Fray" update.

[27th July 2022]
Added Crystal Arena section.
Edited Crystal League section to reflect the "Into The Fray" update.
Removed annotations from "Introduction" & "Conclusion" section.
Added Power Cores & Energy Vortexes section.

[30th May 2023]
Minor fixes in Crafting section.

[15th April 2024]
Updated Castle Outpost & Castle section to reflect the timer changes and different servers.
Added Mists section with updated information.
Added Tracking section with updated information.
Renamed Territory Battles to Territories and completely updated it with information regarding the "Crystal Raiders" & "Foundations" update.
Updated Roads of Avalon Green, Blue & Gold chests to reflect changes.
Edited the video in "Open World Mobs" to show an updated Speedrun of the game.

[20th April 2024]
Changed title of the guide to better display what it is.
Updated Personal & Guild Islands to reflect changes.
Updated World Bosses & Raid Zones but information might still be outdated.
Removed outdated information in Crystal League.
[Solo] Open World Mobs
Open World Mobs found in all lethal and non-lethal zones have received some major adjustments with the Lands Awakened Update. After a mob hasn't been killed for some time, it will upgrade into a stronger version.

Killing upgraded mobs is extremely rewarding as it provides large amounts of combat fame as well as silver and black market loot. This feature is expected to pull a lot of players and groups into the open-world. Most mobs (inluding the highest rarity ones) can be killed solo while multiple strong mobs that are close together may be a better fit for a roaming group of players.

Going out and searching for these mobs is recommended to players that aren't scared to lose some gear. It's not necessary to bring super expensive gear to clear them as most of the mobs just require you to dodge certain abilities. You can of course also search for these mobs in blue and yellow zone where you don't lose any gear but the rewards you get will be significantly lower.



I've recently done a Speedrun for Albion Online again with the goal to create a new character and get it to wear full T8 gear. You can see how it went here:

[Solo] Solo Dungeons
Solo Dungeons are multi-layer dungeons that can be found in every zone in the open-world. They generate randomly in the open-world marked as green cave entrances. They can be spawned via a Solo Dungeon Map. Entering one of these dungeons will require you to channel for a few seconds to get in. After 60 seconds of the last player entering, the dungeon entrance will disappear in blue and yellow zones. In red and black zones this process will take 90 seconds.

Solo Dungeons reward consistent fame and loot and are pretty safe to do. In terms of rewards they aren't comparable to upgraded open-world mobs though, so this only serves as a safe alternative when the open-world is too busy. In addition to the open-world, solo dungeons can also be found in the Roads of Avalon. Here they show their location directly on the minimap. Unlike the open-world counterpart the entrance will not close after a player enters but will instead close a certain time after the dungeon was cleared. As compensation for the increased risk, these solo dungeons have increased modifiers for silver and loot rewards. Roads hideout zones also allow players to use Solo Dungeon Maps of the respective tier that yield normal black zone rewards and also close after 90 seconds.

Inside you'll find a variety of connected tiles which lead you through the dungeon. You may find side bosses guarding treasures as well. At the end of every dungeon you will also always find at least a blue loot chest guarded by a boss.

I suggest running them solo, as the name suggests, although running them with multiple players will make this activity way safer while at the same time splitting the rewards.

[Solo] Corrupted Dungeons
Corrupted Dungeons are a great introduction into 1v1 PvP. They look similar to solo dungeons but have an orange cave entrance instead. Like solo dungeons they also spawn in every type of zone and come in 3 different difficulties.
Hunter difficulty: Can be accessed from blue and yellow zones. It offers non-lethal PvP fights, a low item power cap and the lowest rewards.
Stalker difficulty: Can only be accessed from red and black zones, fights are lethal, they have a low item power cap and offer medium rewards.
Slayer difficulty: Permanently unlocked after reaching 100k infamy. Can also only be entered from red and black zones, fights are lethal with a high item power cap and they offer valuable rewards.

The so called infamy rating is gained by killing mobs, bosses and other players. It's used for matchmaking but also modifies all fame, silver and loot rewards.

At the start of a corrupted dungeon, players can choose to activate a shrine that increases the chance of being invaded by another player and allows them to invade someone elses dungeon. During invasion there are 2 possible outcomes:
1) One player dies, in that case the other player will receive bonus loot from the dead body, gain a portion of the dying players infamy and will be able to continue their original dungeon.
2) 3 of the 5 demonic shards that spawn upon invasion are destroyed, in that case the defending player can continue their dungeon and the invader will be moved back to their previous dungeon.

Corrupted dungeons offer decent fame, silver and loot rewards on higher difficulties. If you're an experienced 1v1 player you can make some decent bank from killing players alone. Due to the shard mechanics, some of the weaker 1v1 players can still complete many dungeons without dying which also makes this very profitable for them.

[Solo] Roads of Avalon Green Chests
The Roads of Avalon are a constantly shifting network of connections in between roads and clusters. They can be entered by taking any of the green, blue or yellow portals in the royals or outlands.

Inside of them you will find several activities. One of those are the green chests or also called solo chests, found in many road tiles. They are guarded by mobs of the avalonian faction. Upon clearing the vicinity of a chest area and slaying the boss you'll be able to open loot chests. These green chest areas reward decent fame but are also often visited by groups of players so be on the lookout.

Chests upgrade over time. This means that a recently cleared chest will likely spawn with weaker mobs that don't reward a lot of silver and fame. You can check the rarity of the chest and the boss beforehand by getting close to the area.

I'd recommend running green chests solo or with a group of up to 3 players. T8 chest areas can be quite challenging for solo players but will often be rewarding in return.

[Solo/Duo] Mists
The mists are a region that players can enter via portals created by Will o' Wisps. These portals allow either solo or duo players to enter, depending on their size.

When entering a mists zone you will be directed to a random cluster with a small player cap which will make teaming with friends or guild mates impossible. Additionally the game will disguise your name to another player and display everyone as "Mysterious Stranger".

Mists are available as a non-lethal version for solo players through wisps in the blue and yellow zone and as a solo or duo lethal version in red and black zones.

Mists zones can range from T5 to T7 for the non-lethal version and T6 to T8 for lethal versions with mobs, resources and rewards scaled to their corresponding tier.

Will o' Wisps may show different rarities. Depending on the rarity you will find mobs with increased stats and rewards, higher enchantment rates for resources and guaranteed T8 zones for legendary and T7+ zones for purple rarity.

Inside the mists you can find a variety of content:
  • Open World mobs that award fame and silver, often protecting a captured Will O' Wisp that can be released for addtional fame and brecilien standing.
  • Mob camps that require a certain amount of base fame to be achieved in order to give out a might reward and unlock a chest inside the camp.
  • Resources of all types that reach up to the corresponding zone tier.
  • Mystical creatures that when defeated drop rare fey artifacts, used for mists inspired armors.
  • Treasure chests and caches that yield loot.
  • Weakened Wisps that can be picked up and carried like a power core. If deposited to the target portal they will reward might and favor.
  • Knightfall Abbey portals (see below).

Knightfall Abbey
This region within the mists can be entered by finding a randomly spawning portal in any mists zone. It will lead to a map with a multitude of rooms connected with each other.

Each room offers rewards in the form of combat buffs or treasure chests once cleared. Players can stack up a combat buff with each shrine they activate but will only carry one temporary passive ability from the last blessing they've received.

The abbeys can be a rewarding experience for everyone that isn't afraid of danger. In addition to fame, silver and loot it can also spawn treasure chests and caches. It's in addition to that a great way to engage in PvP combat.

Mounts can not be used within the abbey. Leaving the abbey is also only possible by using one of the exits or waiting for the mists to completely close on you.

[Solo/Group] Crystal Arena
The Crystal Arena is an instanced area that allows players to compete in 5v5 battles without gear loss.

You can enter it by navigating to the arena master in a safe zone or by clicking the scroll icon in the upper-right.

You are free to sign up solo, as 2, 3 or a full 5 premade team. You can then choose sign-up as a dps or healer. Full premade teams will likely get matched against other premade teams unless no team can be found in some time.

The match itself works the same as the 5v5 crystal league with capture points and an open 5v5 battle.

Upon winning or losing you will gain or lose rank points that may promote or demote you to new ranks. You will also receive special arena bags that contain royal sigls and untradeable tomes of insight.
The first time you reach a new rank you will also get additional rewards.
Ranks are reset in between seasons.





[Solo/Group] Tracking
Players with the Tracking node unlocked on their destiny board can use a tracking tool of the corresponding tier to search for wild creatures in red and black zones.

It's an activity split into two different difficulties depending on your party size. Parties of 1-3 players can hunt small tracking targets while groups of 4-8 players hunt big tracking targets.

The Hunt

You can start the hunt by carrying the tool in your inventory and entering a lethal open world map. You can then select the tool and click on "Use", this will dismount you and start channeling. After it's done it will show the scanned area on your minimap and you can either start any of these tracks or search in another area of the map.

You can inspect an initial track to start the hunt. During the hunt you may be led to different areas in your current zone or a neighboring cluster.

This may either lead you to a track of your target that you will have to investigate (often guarded by additonal mobs) or directly to your target which you can then engage until it either flees or is finally defeated.

Also keep in mind that you can only track targets up to one tier higher than your tracking tool. This means that with a T3 tool you can only find Panthers, Sylvians & Spirit Bears.

Rewards

When you finally defeat a creature they will drop a variety of items:
  • Creature dependant remains that can be used to craft shapeshifter weapons and special potions for combat.
  • Shapeshifter artifacts that are used to craft the 4 artifact shapeshifter weapons.
  • Animal remains that are used in the Alchemist's Lab to create enchanted potions.
  • Black market loot and silver if the target was an open world mob instead of a wild creature.

For more information you can also check The Official Tracking Guide[albiononline.com]

[Solo/Group/Zerg] Faction Warfare
Faction Warfare is a system that promotes war between the royal cities by letting players sign up for one of their factions. To participate, players need to sign and flag up at their local factionmaster before going out into the royal continent to do activities.

Most commonly players engage in fights over faction outposts. When attacking an enemy outpost you will need to take down the the boss guarding it. After doing so your faction can conquer this outpost. After taking the majority of outposts in a zone you will start pushing for victory in that specific zone. That way your faction can expand their frontline towards the enemy cities.

Being knocked down by other faction players is non-lethal in blue and yellow zones while being lethal in red zones. At random times of the day you may see a popup of a bandit event starting. During this time all red zones will change ownership to the caerleon faction. Factions that take back these zones and engage in faction warfare in the red zone will receive bonus faction points at the end of the event.

Conquering objectives as well as taking down enemy players will reward faction standing and faction points, the latter can be used to buy specific faction items like cape crests, hearts, cubs or special faction chests that contain a good amount of untradeable tomes. You can also gain faction points by doing PvE activities or gathering on the royal continent.

The system has no limit on how many players you can bring. You can join existing groups as a solo player or bring in a whole zerg to push further into enemy lines.

[Group] Roads of Avalon Blue & Gold Chests
Just like the green chests you may also find blue & golden chests marked on the minimap in the Roads of Avalon. These generally offer a challenge for groups of players although their difficulty can vary a lot depending on the mob tier and whether it is a small or a large chest area. The boss guarding the gold chest is also pretty tough to take down and may require you to field a second healer.

Chests upgrade over time. This means that a recently cleared chest will likely spawn with weaker mobs that don't reward a lot of silver and fame. You can check the rarity of the chest and the boss beforehand by getting close to the area.

I'd recommend to running blue chests with 4-7 players and gold chests with up to 7 players to avoid blobbing. Keep in mind that you may have to wait an extended amount of time to zone through 7-men (blue) portals if you bring more than 7 players.

[Group] Static Dungeons
Static Dungeons have received a major rework with the Lands Awakened Update. Mobs guarding the inside and outside of the dungeon will now upgrade after they haven't been killed for a while, offering greater fame and silver rewards than their original versions. In addition to that, static dungeons now have side entrances from neighboring clusters, making them PvE hotspots that need to be fought over.

There's also a chance that a faction raid occurs which will upgrade mobs inside the dungeon way quicker than usual. These raids will be announced beforehand if you are inside or near the cluster of the static dungeon.

While making your way through this dungeon you will also notice special icons on the minimap that are leading you to points of interest. This will likely lead you to a valuable chest or a rare boss.

I recommend bigger PvE groups than usual since the mobs can be quite challenging and there's a higher chance of meeting another group. Therefore personally I'd suggest bringing 6-10 players to these kind of dungeons. This can differ depending on the location and tier of the static dungeon.

[Group] Group Dungeons
Group Dungeons are multi-layer dungeons just like Solo Dungeons that are aimed at small groups. They offer consistent fame and rewards and can be found in any open-world map.

Their entrances can be faction-themed to give away the type of mobs that you can find inside. They are a good alternative when static dungeons are overcrowded. Clearing them becomes much easier if you have an actual comp consisting of a tank, a healer and a few dps players, although they can also be soloed with the right gear.

Just like Solo Dungeons, these can also be found in static places in the Roads of Avalon, where they give increased silver and loot rewards.

[Group] Avalonian Dungeons
Avalonian Dungeons, also called Raid Dungeons are special avalonian-themed dungeons aimed at bigger groups. They can be found and spawned in T6-T8 black zones but also appear in a small quantity in the Roads of Avalon.

Mobs inside are similar to the ones you can find in the Roads of Avalon but offer a bigger challenge. Your comp will require 1 or 2 tanks that have experience in this type of dungeon, supports, some healers and a lot of ranged dps.

These dungeons can also have multiple layers and many bosses which can make this a time consuming activity. Upon defeating the last boss, up to 20 players will also be able to use a special shrine that buffs all fame gained by 10% for 7 days.

I recommend this type of content to groups of 12-20 players. It's important that you have all important roles filled.

As an additional security measure, avalonian dungeons have multiple gates on each floor, which respawn after some time, they will announce a message if they have been destroyed. This way your group will be alarmed of any intruders.

[Group] Crystal Spiders
Crystal Spiders are rare open-world mobs that can be found in any black zone map. They are points of interest and marked on the minimap.

When fighting a spider, it will jump towards players trying to poison them. If it moves in real time it will also reflect its movement on the minimap which makes the process more dangerous.

Upon killing it you will receive artifacts and black market loot while making progress on the guild might level for Crystal Spiders. These mobs are best taken down by a small group but can be killed solo as well with the right gear.

[Group] World Bosses & Raid Zones
World Bosses and their Raid zones can be found in few specific locations around the outlands and the royal continent. They are marked with a big boss character on the world map.

In these areas mobs are substantially stronger so extra care has to be taken. Clearing elite mobs will increase all fame gained by 1% per mob up to a maximum of 50% for 10 minutes. Additionally this area also has spawns for 2 bosses. The main boss will reward the killers with rare loot and season points, it respawns on every odd hour on Americas & Europe and every even hour on Asia.

Taking down the bosses can be done with a group of minimum 4 players while the elite mobs guarding zones are a better fit for bigger groups of 7-20 players. Be aware that doing these with 11 or more players might attract other players due to blobbing mechanics.

[Group] Castle Outposts
Castle Outposts can be found in almost every other black zone cluster. They are protected by multiple waves of guards that have to be taken down. After the castle outpost lord is slain, guild members can conquer the outpost by standing in the circle. It will charge up similar to how faction outposts work.

Castle outposts have a chance to spawn a loot chest every 2 hours for the active timezones of the server. Outposts will pre-announce the rarity of the chest 1 hour before this timer. You can check the full Schedule in this forum post[forum.albiononline.com]

When the chest unlocks, players need to either be in close vicinity to get a share of the might reward or have touched the outposts circle within the last 30 minutes. The might gained by the players advances the guild challenge for castles & castle outposts

The suggested group size for this content is 5-20 since these chests are quite contested, especially with higher rarities.

On saturdays and sundays all outposts will spawn a legendary chest at their respective timers for the corresponding server. 15 UTC for Asia, 19 UTC for Europe & 23 UTC for Americas. One additional legendary chest may be revealed randomly during the week.

[Group] Open-World Treasures
Open-World Treasures appear in the outlands at random intervals during the day. They will show a timer on the mini- and worldmap when hovering over them. You can gain this information about upcoming chest locations and spawn timers while being inside or near the cluster that the treasure chest will spawn in.

Chests may sometimes be surrounded by mobs that need to be cleared.
There's no limit on how many players will show up to a treasure, you may see solo players claim one for themselves from time to time while especially bigger and more rare chests might attract bigger groups of players fighting over the objective.

They drop large amounts of artifacts, black market loot and silver bags while also advancing the respective guild might level.

[Group] Hellgates (2v2/5v5/10v10)
Hellgates are a PvP activity for a defined amount of players. They are available for groups of 2, 5 and 10 players. The groups will have to clear a set amount of hell-themed mobs in order to advance between hellgates. Reaching the set amount of infamy points will spawn a small loot chest and allow the team to advance to the next hellgate.

At any time during clearing a hellgate an invasion can happen where 2 teams will have to face each other. A hellgate is won when the enemy has no more players alive. Upon winning you will receive a special chest with buffed loot.

As with corrupted dungeons, this content also uses infamy rating for matchmaking and reward modifiers.

Non-lethal hellgates can be accessed via the yellow zone while lethal hellgates require you to enter them from a red or black zone. All of the hellgates can be spawned via maps that you can craft at the artifact foundry while 2v2 hellgates can also naturally spawn in the open-world.

I personally suggest this content as it almost always guarantees you to get fights with other players in a fair environment. On top of that lethal hellgates will advance your respective guild might challenges and offer great rewards if you can manage a positive winrate. Even non-lethal hellgates can yield good rewards if you're consistently winning against other teams.

[Group] Crystal League (5v5/20v20)
The Crystal League is an event that happens multiple times a day at set timers. 5v5 and 20v20 teams can sign up for it by purchasing crystal league tokens at the energy manipulator located in the conquerors hall in every major city.

Winning a match will upgrade the token to the next level and rewards non-tradeable silver bags and tomes of insight. The rewards get increasingly better with the levels but so do the item power requirements.

The 5v5 league features matches from level 1 to level 9. Tokens for the first 3 levels can always be purchased at the energy manipulator.

20v20 have matches ranging from level 2-7.

[Solo/Group/Zerg] Power Cores & Energy Vortexes
Power Cores & Energy Vortexes are open-world objectives that can randomly spawn in the outlands. They can be interacted with by everyone but only guild members that own hideouts or territories can deposit them. They reward all players that are part of the guild and party might as they level up hideouts and territories respectively.

When leveling up hideouts via Power Cores they increase combat fame for players with home set and increase crafting returns for all stations inside the hideout. Headquarter hideouts need to stay above a certain power level in order to keep their protective shield. Headquarters receive 50% more power from cores but no increased might.

When leveling up territories via Energy Vortexes they increase the amount of season points and siphoned energy generated by that territory. It also increases the strength of territory guards and siphoning mages.

Both Power Cores & Energy Vortexes have their own guild challenge that rewards a guild season points for each level reached.

Due to the nature of varying rarities of these objectives there is no perfect group size. Many of these objectives can be captured solo at certain times and be contested by entire zergs at other times. I'd just suggest having at least the amount of players needed for the minimum divisor in order to maximize the might gain.

Below is a table with all the information regarding from how far you can see those objectives, how long they take before unlocking and how many players they share the might with before individual might gain is reduced.

Objective
Distance shown
Time before opening
Minimum divisor
Green Core
Same zone
5 minutes
3 players
Blue Core
Same zone
15 minutes
5 players
Purple Core
1 zone away
30 minutes
5 players
Legendary Core
2 zones away
50 minutes
10 players
Green Vortex
1 zone away
15 minutes
5 players
Blue Vortex
2 zones away
45 minutes
5 players
Purple Vortex
3 zones away
1 hour 30 minutes
10 players
Legendary Vortex
3 zones away
4 hours 30 minutes
20 players
[Group/Zerg] Castles
Castles are open-world structures scattered across the black zone. Just like Castle Outposts, these can be captured by guilds and have a chance to spawn a loot chest every 2 hours during the active times of the server. There are a few differences though:
1) To get to the first wave of guards you will need to destroy at least one of the outer castle gates. You can achieve this by carrying a demolition hammer in your inventory. You do not need to equip it!
2) Since castles are way bigger you will need to take down a lot more guards and elite guards than in an outpost. Unlike outposts, you do not need to wait in between waves. This means you can instantly move onto the next wave.
3) Castles loot and might is distributed to an increased amount of players so they are more often contested by bigger groups.

Just like castle outposts, these will spawn a legendary chest on saturdays and sundays at their respective timers for the corresponding server. 15 UTC for Asia, 19 UTC for Europe & 23 UTC for Americas. One additional legendary chest may be revealed randomly during the week.

For the full schedule please check this forum post.[forum.albiononline.com]

There is no perfect group size for castles but I recommend to have at least a solid 20 players for green and blue rarity. Purple & legendary chests may be contested by even bigger groups or zergs.

[Zerg] Territories
Territories are something that almost every guild wants to conquer at some point. But taking one and then more importantly keeping it is rather difficult. There are 2 ways of how you can capture a territory:
1) You go out on invasion day, take down one of the territory guardians and claim the territory.
2) You attack a territory by taking down the sentry mage guarding the tower, launch on it and come back the next day during the territory primetime to fight over control of it.

As you can see it is rather easy to just launch on a territory and that's where it becomes hard for a small guild to keep their property. Territory launches are split into 6 different timezones, which are different for each server. This means there are rather limited amounts of them up for grab on each timer. Due to this issue, many alliances or coalitions can hold territories in multiple different timezones. When they aren't under attack, they can instead launch on someone else to expand their possessions.

The correct amount of players that it needs to take or defend a territory is therefore also very dependent on the location and time. There may be territories that a group of 20 players can hold and defend if there isn't too much competition but at the same time other territories might be the focus of entire alliances. Territories close to the center are more valuable than the ones on the outside due to higher season points gained than those close to portals which makes this another good indicator on how contested they are.

The amount of points a territory generates depends on it's location, the amount of stored raw energy and the territory level which can be increased by delivering energy vortexes to the territory tower.

Raiding

During its 1 hour primetime each territory can be raided by an enemy guild. To do so, the attacking guild will need to bring and raise a siege banner. This will allow them to start attacking a territory defenses by using demolition hammers.

Once broken through the defense, they can defeat siphoning mages to earn points for the conqueror's challenges, defeat the sentry mage to launch an attack for the following day, raid the territory for some of it's stored raw energy and open the territory activity chest to receive valuable loot.

To combat this, the defender can fortify their walls beforehand and upgrade territory guards.

Whenever the territory changes ownership or the season ends, all upgrades to walls or guards are reset.

[Economy] Personal & Guild Islands
Your personal island is a place for you to calm down after a long day of activities in Albion Online. The personal and guild islands can be utilized in many ways:
  • Storage space: Storage chests to sort your items can be placed inside houses or guild halls. You can also place certain containers outside of regular houses as well. On guild islands you additionally have access to a guild bank and guild tabs, which have a lot more storage space than normal chests.
  • Laborers: These are workers of different professions that will return resources to you in exchange for filled journals. There are laborers for every gathering profession (need gathering fame to be filled), different crafting professions (need crafting fame to be filled and mercenary laborers (need combat fame to be filled). Many players use guild halls for laborers to have many of them in one place. These can obviously only be built on guilds islands though.
  • Farming: You can construct farms, herb gardens, pastures and kennels on fertile ground. This allows you to grow different crops, raise livestock and cubs. Farming is only possible on player islands though where you get a number of multi-purpose plots for every island level for a total of up to 16 farming plots.
There are a few differences between player islands and guild islands that need to be mentioned here as well:
Player Islands: Require at least 7 days of premium to be acquired, after having purchased it once you get to keep it forever. Can have farming plots.
You can create a player island in every city but only your first one will have a reduced setup and update cost.
Guild Islands: Require you to create a guild. To join a different guild or to create more guild islands you will need to give your characters access to the island before leaving the guild. Has space for a guild hall. Has a big chest where you can create guild tabs for bigger storage space.

What you do with your islands is up to you. Most players use them for a mix of storage, laborers and farming. Placing down crafting stations is not recommended since you don't get the bonus resource return you would otherwise get in the city.

[Economy] Gathering
Gathering resources is one of the pillars of Albion Onlines economy. Resources can basically be found in every zone. What resources you will find in each zone depends on the following:

Biome: The biome defines which resources will spawn in the zone. Each biome has a primary, a secondary and a tertiary resource as mentioned below:
Mountain (Snow): Ore > Stone > Fiber
Forest: Wood > Hide > Stone
Desert: Hide > Fiber > Ore
Highland: Stone > Ore > Wood
Swamp: Fiber > Wood > Hide

Tier: The tier indicates the max level of resources found in the zone. Most zones will also include resources of up to 2 tiers lower.

The royal continent offers a higher enchantment and respawn rate on resources of up to Tier 5 while the black zone has higher enchantment rates for Tier 6 and higher.
The Roads of Avalon are also known for having interesting resource hotspots which can range from T4 all the way to T8. These zones are usually less populated so they can be a good alternative to gathering in the royals or outlands. In the Roads you can also stumble upon resource aspects and bosses that can yield hundreds of resources. Some of them can be soloed while bigger resource bosses often require you to group up with other players to take them down.

To start gathering a resource you will need to unlock the gathering profession of that particular tier and carry the corresponding tool with you. Unenchanted resources can already be gathered with the skill and tool of a tier lower. Important: You don't need to equip tools, having them in your inventory is enough.

If you enjoy gathering you will want to progress as fast as possible in order to unlock new tiers and get better tools. Many players therefore suggest that you use your learning points on advancing between the tiers as it's very efficient and saves you a lot of time.

If you want to learn about fishing I recommend checking out this fishing guide[albiononline.com] as I don't have a lot of experience with this specific profession.

[Economy] Crafting
Crafting is another big economy topic in Albion Online. Every equippable item is player-crafted. That might seem like a daring statement at first, since you've probably received items from chests already that seemed like they were system-generated but we'll get to that in a bit.

To start explaining what crafting is, we need to first split it into 3 major categories:

Refining: When you acquire raw resources you will have to make a choice. Either sell them on the market or use them to refine. If you choose the second option you will quickly understand that you will always need a lower tier refined resource in order to craft the next tier. It's inefficient to try and gather resources of lower tiers when you have access to higher tiers already, so it's better to just buy them off the market.

If you have the resources ready there's a few more things you will need to know. Tiers need different proportions of refined vs. raw resources. For T3 & T4 it's 1:2, for T5 1:3, T6 1:4 and T7 & T8 both use a 1:5 ratio. Another thing to keep in mind is the location where you refine these items. Currently it's best to bring your resources to the city with the best resource return. It's always a city that has a scarcity for that resource to promote transporting and trade. The best places to refine a specific resource and their respective crafting stations are as follows:

Wood (Lumbermill) → Fort Sterling
Cloth (Weaver) → Lymhurst
Stone (Stonemason) → Bridgewatch
Leather (Tanner) → Martlock
Bars (Smelter) → Thetford

You will want to refine them on one of the city crafting stations as these give the best resource return.

Crafting: Crafting is the collective term for the production of equippable gear. It's further split into 4 categories that each have their own crafting station and journals. In general they all work the same by requiring refined resources in order to craft certain gear parts. These manufactured items also have bonus resource return bound to cities and biomes. They get their highest return in outlands hideouts near the center of the map. Here's an overview over the different item categories and their crafting stations:

Crafting Station
Weapons
Armors
Warriors Forge
Swords, Axes, Maces, Hammers, Crossbows, War gloves, Shields
Plate Helmets, Armors & Boots
Hunters Lodge
Bows, Spears, Nature, Daggers, Quarterstaffs, Torches
Leather Hoods, Jackets & Shoes
Mage Tower
Fire, Holy, Arcane, Frost, Curse, Tomes
Cloth Cowls, Robes & Sandals
Toolmaker
Gathering tools, Demolition hammers
Gathering gear, Capes & Bags

Each of these items has their use and while some of them are more used than others it doesn't mean they can't be sold. Here's where the black market comes into play.

Black Market: The black market is located in Caerleon. In contrast to the normal market place, players can only sell items here. Here's a quick explanation on how it works: Every time a player generates silver by killing a mob or opening a chest, a portion of the silver was already taken away before that to sponsor the black market. While that player killed a mob or opened a chest, he also rolled for black market items. If the item is currently in stock, it will drop, if not the silver value of that item will keep going up on the black market until someone sells it.
To summarize what that means for you as a crafter: Every item has a value and with the exception of gathering gear & demolition hammers all of the items mentioned above can be sold to the black market. Figure out yourself which items work for you. There is no „best item to craft“.

Alchemy, Cooking And Saddling: Back to our crafting categories since we have a few professions left that didn't fit into the 2 previous categories.
Alchemy describes the brewing of potions made from herb and crop products as well as using arcane essence for enchanting. Potion crafting has the highest return rate on Brecilien crafting stations.
Cooking describes the preparing of dishes made from crop and fish products. Food crafting has the highest return rate on Caerleon crafting stations.
Saddling is the process of converting animals from pastures and kennels into rideable mounts with the help of some refined resources. The animal itself will never be returned when using focus, highest resource return is the same for all cities.

Crafting Focus: When crafting an item you will have noticed that you're given the option to add so-called crafting focus. This is a limited resource that allows you to increase the return of resources and raising the chance to craft better quality gear. Crafting focus is a premium resource that automatically replenishes over time at a rate of 10000 per day. Increasing your crafting mastery and specializations will decrease the amount of focus needed for specific items.
Conclusion
I hope this Guide helped a few players to get an idea of what they can do. I noticed that a lot of people feel completely clueless after finishing the tutorial and not finding any additional quests. So to better explain what Albion Online is, it's about making your own quests, setting yourself goals and trying to achieve them, be it alone, in a group of friends or with a guild or alliance. No matter what goals you set yourself, enjoy the journey.

As usual, let me know if you have any additional questions.

- LForward
8 Comments
bocmpukob Nov 26, 2024 @ 10:38am 
good stuff
__.:||Zerg||:.__ Apr 21, 2024 @ 5:37am 
Lag like a hell everytime you first see spells after start game also with only two people... So watch out pvp zones.Everytime after start game cast somewhere spells before you go there or you can lost much loot for lag .. and this is waste of time. Its too easy start hate this game xD so watch out this second point
Goofert Aug 27, 2023 @ 12:00am 
Maaaan. So many group activities and no friends to make a group.
Mexican xity Mar 6, 2023 @ 12:59pm 
god
Sergore #EZ Apr 20, 2022 @ 7:33am 
top
LForward  [author] Mar 6, 2022 @ 10:46am 
I tell my guild members to treat gear as consumables. Most of the time they would run around in 4.1 - 6.1 gear and kill mobs in the open world, open chests or do group activities together. With the silver alone that you pick up you can already repay your sets if you die. If you have issues with repairing you are probably running semi-optimal sets. Should be possible to kill most of the Lvl 4/5 mobs in 4.1 gear.
kadmiop22 Mar 5, 2022 @ 9:18pm 
I Haven't played a lot but so far i realize that is difficult to make a profit because you need to spend a lot of silver for the repairs of your equipment. Yes you can sell resources on the marketplace but you can't have a large amount of silver on you at any time. I repeat, i am not an experienced player, tier 4 equipment. Next time i will check roads of avalon that i read on this guide
Chase if u want to lose Feb 17, 2022 @ 7:31am 
Nice guide thnx for this <3