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Albion Online

Guide: Potions and Alchemy

Potions are equippable consumables that apply temporary buffs or debuffs when used. There are a total of 14 potions available, each with a unique ability. Potions offer defensive, offensive, and various other utility options to help you on your adventures in Albion Online.

In the following article we will explain how to obtain and craft potions, how to use them, what effects they have, and what they can be used for.


How to Obtain Potions


Potions can either be crafted at the Alchemist’s Lab, or purchased via the Marketplace or a direct trade.

To craft a potion you will need the necessary materials, and to have the Alchemist node on the Destiny Board unlocked for the appropriate tier.

Crafting potions involves a range of farmed ingredients - primarily herbs, though some may incorporate animal-derived components or alchemical brews. For several powerful potions, you may need rare alchemical ingredients which can be acquired through Tracking.

To further amplify the effects of these potions, they can be enchanted with Arcane Extracts.

It’s worth noting that crafted potions come in batches of five, ensuring that potion crafters can produce a significant supply.


How Potions are used


Potions need to be equipped in the bottom-left slot of your inventory, and up to ten of them can be worn by a character at any one time. To use a potion, you will need to either use its hotkey, or click/tap on the potion icon.

While many potions work on yourself, some target other players or an area of the ground.

Available Potions


Healing Potions regenerate a portion of a player’s health over a short period of time, with the healing amount increasing with tier and enchantment. These potions are often used in 1v1 and PvE combat.

Energy Potions restore a portion of a player’s energy directly, while regenerating additional energy and providing a buff to cooldown rates over a short period of time. All of these effects increase with tier and enchantment. Often used by players with healing weapons in small-scale fights or Arenas.

Gigantify Potions allow a player to temporarily increase their maximum health and Max Load, while making them immune to forced movement effects. The potency of these effects increases with tier and enchantment. They are frequently utilized as a defensive option in large-scale fights.

Resistance Potions briefly enhance a player’s defensive stats and crowd control resistance, with these effects scaling with the tier and enchantment of the potion. They are valuable in various contexts, ranging from small skirmishes to larger-scale encounters.

Sticky Potions are throwable potions that create a sticky tar on the ground. Enemy players are slowed and have their damage output lowered for five seconds, while invisible enemies who enter the area will be revealed. Higher tiers and enchantments increase the slow and debuff effects. These potions can be used in different types of content, both as offensive and defensive options.



Poison Potions are a targeted potion that can be thrown onto a player, dealing true damage to the affected player over a four second period. The amount of damage increases with each tier. Can be used in small-scale PvP combat, ganking, and PvE.

Invisibility Potions turn the caster invisible for a short duration while decreasing their damage output. These potions are only available as Tier 8, but can be enchanted to increase their duration. Invisibility potions are often used when ambushing or escaping a fight.

Calming Potions make you invisible to mobs for a short time, which can be used to de-aggro them. Higher-tier versions are throwable and can affect multiple players, making them useful for resetting pulls in PvE content.

Cleansing Potions remove all crowd control effects from the caster, including stuns, roots, silences, and debuffs (except damage over time). Tier 5 and 7 potions additionally grant immunity to crowd control effects for a short time. They can be effective in various situations.

Acid Potions can be thrown on the ground to decrease the resistances of enemies for five seconds. The amount of resistance lost increases with tier and enchantment. These can be used to amplify damage dealt to enemy targets.

Berserk Potions grant a buff to the caster, increasing their damage output while also decreasing their defense. Both effects scale with the potion’s tier and enchantment. This potion is good in PvP scenarios where you plan on dishing out a lot of damage.



Hellfire Potions are throwable potions that create a fire on the ground, dealing damage to players and mobs within it every 0.5 seconds for up to 3 seconds. This damage increases with tier and enchantment. They serve as an additional damage source in both PvP and PvE content.

Gathering Potions increase gathering and fishing speeds, as well as yield from these activities. Higher-tier and enchanted versions work for longer. This potion can be used when gathering valuable enchanted resources, to increase profitability.

Tornado in a Bottle is a throwable potion that creates a tornado at a certain position that knocks all enemy players away. The duration of the tornado scales with tier and enchantment. It may be used to protect certain players from melee attacks.

The Frost Knight Vanity Bundle is Here!



The Frost Knight Vanity Bundle has arrived! This brand-new premiere bundle is available to buy now, and includes a full costume set along with the Frost Knight’s Warhorse Mount Skin for your Armored Horse base mount.

In the midst of Albion’s frigid winter, guilds are wrestling for control of Albion’s Outlands, struggling against the elements as they do so. But this warrior has ice in its veins, unfazed by the chill winds as it fearlessly leads another charge on its enemies’ territories. With a towering Warhorse alongside, the Frost Knight has icy blue crystals protruding from its thick, steely armor, glistening in the winter light.

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The Frost Knight bundle includes the following vanity skins, which work on male and female characters alike:
  • Frost Knight’s Helmet
  • Frost Knight’s Armor
  • Frost Knight’s Boots
  • Frost Knight’s Cape
  • Frost Knight’s Warhorse
As with past bundles, you can use all costume and mount skins with all characters on your account, on both servers, and they are never lost or destroyed. All items will be unlocked in the in-game "Appearance" menu after purchase.

Grab the bundle today and send a chill down your enemies’ spines!

A Frosty Wind is Coming



It’s deepest winter in Albion, and an ominous silence lies across the lands. Crystalline ice shimmers on the rocks, and adorns the towers and castles. Gradually, though, a bitter wind rises, howling through the valleys and gathering strength to a deafening crescendo. But is that sound just the wind, or something more ferocious?

A new vanity set launches next week. Stay tuned to find out more…

Guide: Guild Seasons



Being a member of a guild has many benefits, and collaboration is key in Albion Online. Joining a guild allows you to engage in Guild Warfare, find players for group activities, enjoy the safety of Hideouts and Territories as well as advancing and upgrading your Conqueror’s Challenge more easily.

Guild Warfare


During Guild Seasons, players can work with their guild to conquer and raid territories, take over castles and engage in various challenges in order to earn Season Points that will benefit both the guild as a whole and its individual members.


Season Structure


Each Guild Season lasts approximately 12 weeks and can be split into 3 segments of 4 weeks each, bookended by Invasion Days. During these, all territories become neutral and must be recaptured, with guilds needing to take down a Territory Guardian in order to claim a Territory Tower for themselves.



Outside of Invasion Days, territories can be raided, and have attacks declared on them, during their prime time, which depends on their region. Prime time lasts for one hour, at the end of which a percentage of a territory’s Raw and Siphoned Energy is converted into Season Points.

The first two parts of the season award regular points, while territory Season Points are doubled during the final four weeks.

Earning Season Points


Season Points can be generated through many different types of content. Even a guild that doesn’t hold territories or isn’t focusing on PvP can rank high enough to declare their own Headquarters.

Territories

Holding territories as a guild is a great way to generate a lot of Season Points. After capturing a territory on an Invasion Day or after a successful attack you can level it up using Power Crystals. Higher level territories generate more points, while the quality of the region amplifies this effect.



If your guild is part of an alliance, Season Points gained from territories will be shared with them. 50% of all points go directly to your guild, while the remaining 50% are split amongst all other guilds inside the alliance, including your own.

Holding many territories as a guild or alliance also increases the Control Cost. If this number exceeds 15, a Siphoned Energy Drain is applied, and if it exceeds 25 all individual members face Fame and Silver penalties.

Guild Might Levels

Guild Might Levels allow every guild member to contribute to the guild’s effort through different activities. Each level attained will directly earn the guild a certain amount of Season Points.

If you’re in a guild and you want to look up your guild’s progress, you can do so within the Guild UI.



Guild Challenge

The Guild Challenge is an additional tool for players to contribute Season Points. You can level this up by acquiring Challenge Points. These can be obtained by killing mobs, gathering, or fishing, and are identical to those used to progress in the Adventurer’s Challenge. Daily bonus points do not count towards the Guild Challenge.

Benefits for the guild


Guilds can make a name for themselves by conquering and holding numerous objectives in the Outlands, while climbing up the season rankings. This both increases their visibility for new members, and grants valuable rewards.

Controlling territories generates Siphoned Energy, which acts as a passive income for guilds. Guilds can use Silver to launch attacks on enemy territories, upgrade guild infrastructure, or give out regears or other benefits to their members. The more Season Points a guild attains, the better the location in which they can declare a Headquarters Hideout. Headquarters Hideouts are a special form of Hideout that become invulnerable to enemy attacks as long as they receive enough power from Power Cores.



Here is an overview of how many Season Points you need to declare a Headquarters in different regions:
  • 200,000: Quality 6 / Tier 8
  • 120,000: Quality 5 / Tier 8
  • 80,000: Quality 4 / Tier 8
  • 40,000: Quality 3 / Tier 7
  • 20,000: Quality 3 / Tier 6
  • 10,000: Quality 1 / Tier 6
  • 1,000: Roads of Avalon

Benefits to Guild Members


Players can get a number of rewards by actively participating in guild activities. If the guild owns Hideouts or territories they can use Power Cores and Power Crystals to level their Hideouts and territories respectively while gaining a significant amount of Might for their personal Conqueror’s Challenge, and earn Favor to purchase additional items at the Energy Manipulator.

Owning territories and Hideouts as a guild also provides safety to your members. Here they can meet, store their equipment, or seek shelter from an enemy group. Leveling up a Hideout using Power Cores also increases the resource return rate of items crafted there, which is a great way for crafters to increase their profit margins.

Additionally, climbing the guild rankings will upgrade your personal Conqueror’s Chest within the Conqueror’s Challenge.



When a territory generates siphoned energy, all guild members will also get a daily might bonus that they can claim in their Conqueror’s Challenge UI.

Personal Rewards


You can also gain Might and Favor when actively playing and participating in guild activities. Might is used to progress in the Conqueror’s Challenge, which can be viewed in the Activities UI. Advancing your Conqueror’s Challenge will unlock a Small, Medium or Grand Conqueror’s Chest, each becoming more valuable. In addition, if your guild reaches a higher rank it will also upgrade the Conqueror’s Chest which expands and increases the rewards.
This can include battle mounts, temporary fame buffs, unique avatars and artifacts for Crystal Weapons.

You can also receive a Grand Conqueror’s Chest every week for reaching 20,000 Might. If you don't attain this in a week, your progress will carry over to the next week.

Might is earned through activities in lethal areas, including guild objectives, PvE, Gathering, Hellgates, and more. Some Might is also gained when your guild levels up within a season bracket.

Favor can be used at the Energy Manipulator to purchase various items like Tomes of Insight, Siphoned Energy or Avalonian Crests. Favor is gained from activities that award Might but don’t have direct loot associated with them, such as Power Crystals, Power Cores, or some PvE activities. In addition, you can earn Favor for every 5,000, 10,000 and 15,000 Might earned every week.



Guilds play a central role in the world of Albion, so if you’re interested in joining one yourself you can use the Guild Finder to find one and begin your quest to conquer Albion!

Crystal Raiders is Live



Crystal Raiders is here! This update introduces major new additions and improvements to guild warfare in Albion, with Territory Raiding, Crystal Weapons, Guild Season updates, and much more.

To mark the occasion, we’ve produced a new trailer:


Guild Warfare Re-Envisioned



Crystal Raiders introduces a new Territory Raiding system that brings thrilling new dimensions to territory control, while allowing smaller guilds more opportunities to strike. Hideouts are rebalanced to offer more stability the longer they are held, with reworked crafting bonuses based on Power level. And Might and Might Levels have been updated to give smaller guilds more ways to earn Season Points, while increasing the challenge for larger guilds focused on bigger objectives such as Castles.


New Weapons, Improved Rewards



Crystal Raiders introduces Crystal Weapons, powerful weapons with unique abilities crafted from Artifacts gained as season rewards. The first three weapons fill out the Sword, Spear, and Arcane Staff lines, with three new weapons coming each subsequent season. A daily Might Bonus rewards players for territories held by their guild, and a reworked Conqueror's Challenge rewards both individual and guild progress.


Additional Improvements


  • Rare Tracking Targets that drop valuable loot
  • Combat balance changes
  • Region quality overlay for the world map
  • Numerous optimizations and improvements
  • …and much more

For the complete list of changes, see the patchnotes, and for more info, check out the official update page:

LEARN MORE

Feature Focus: Crystal Weapons and Season Changes

Crystal Raiders launches January 8, bringing new life to guild warfare in Albion. In our second Feature Focus, we take a look at the new Crystal Weapons, the changes coming to the Conqueror’s Challenge, and more.


Crystal Weapons


Crystal Raiders introduces three brand-new Crystal Weapons, the first in an entirely new weapon tree.

What are Crystal Weapons?
  • Crystal Weapons are powerful new weapons created from Artifacts
  • Their design takes a "form follows function" approach with clear shapes and prominent crystal elements
  • The Artifacts used to create them are awarded at the end of each Guild Season in Conqueror’s Challenge Chests, meaning the first three weapons will be craftable at the end of Season 22 West / 4 East
  • Higher-level chests award higher-tier Artifacts
  • Each Guild Season will introduce three new Crystal Weapons, with older Artifacts still given out but in decreased quantities
  • Unlike other weapons, the usage and crafting of Crystal Weapons benefits all other weapons in the same Destiny Board tree (Warrior, Hunter, Mage)



What are the first three weapons?

Crystal Raiders introduces the first three Crystal Weapons, each with its own unique spell:
  • Infinity Blade (Sword): the "Limitbreaker" ability allows you to charge up your sword and run into enemy forces, then inflict a devastating double strike
  • Rift Glaive (Spear): the "Razor’s Edge" ability fires a massive projection of the spear’s blade, which pierces through crowds and deals massive damage
  • Astral Staff (Arcane Staff): the "Starfall" ability rains a shower of deadly stars down on enemies
These are just the beginning: as seasons are now synced with updates, each will introduce three additional weapons in this ever-expanding and diversifying weapons tree.


Conqueror’s Challenge Changes


With the Crystal Raiders update, the Conqueror’s Challenge has been updated to directly reward players for both their individual progress and their guild’s progress. The former guaranteed Battle Mount rewards have been replaced with new Conqueror’s Chests, which in addition to potentially still containing Battle Mounts also contain Crystal Weapon Artifacts and other valuable rewards. The value of these chests increases in two separate ways:
  • Individual progress in the Conqueror’s Challenge gives access to increasingly more valuable chests
  • Guild progress (Season Ranking) upgrades the chests earned, expanding and increasing their loot pools
    • To unlock Guild-based upgrades, players must qualify for season rewards (be part of the guild for at least 51% of the season)
  • Players are in this way incentivized to boost both their own and their guild’s progress
  • 10% of the rewards from weekly reward chests have been moved into the new Conqueror’s Chests

Daily Might Bonus and Might Changes


Daily Might Bonus:
  • For each day in which an owned territory generates Siphoned Energy, all Guild Members get a Daily Might Bonus
  • This Might can be claimed via the Conqueror’s Challenge UI
  • The Might received depends on the amount of energy generated

Might and Might Level Changes:
  • Tracking now grants Might and Favor
  • Tracking Might advances the Guild’s Gathering Might Challenge
  • Smaller guilds will now have an easier time generating Season Points from instanced PvP content, with the Might needed per level decreased and the Season Points given per level increased for the following:
    • Corrupted Dungeons
    • Hellgates (all sizes)
  • Correspondingly, large objectives now require more Might per level, providing an increased challenge to larger guilds. For the following, Might needed per level is increased, but Season Points per level remain unchanged:
    • Castles
    • Territory Power Crystals
    • Hideout Power Cores

Crystal Raiders launches January 8


The next update is just around the corner, and with updates and Guild Seasons now synced, Season 22/4 begins soon after on January 13. We can’t wait to see how these new features play out once Crystal Raiders goes live!

Read more here:

Get the Snow Fox with a Single Referral!



A new Referral Season is here, and from now until January 31, you can claim the Snow Fox with a single referral!

This mount skin transforms your Direwolf base mount into a sleek, sly sidekick, prowling through the chill of Albion’s midwinter. And once unlocked, it can be used by any of your characters on that server, whatever the weather!

As always, there are also big rewards for your third and fifth referrals: a T7 Pile of Tomes worth 100,000 Fame for your third referral, and a T8 Pile of Tomes worth 200,000 Fame for your fifth. And for your first ever referral, you’ll get a T8 Pile of Tomes in addition to the Snow Fox!


How to Earn Seasonal Referral Rewards

  • Send your referral link, which you can find here, to a friend. (You must be logged into your account on the website to view this page.)
  • Your friend registers an account and starts playing Albion Online (preferably along with you!).
  • The first time your friend purchases at least 30 days of Premium, they will trigger a reward for you.
  • On top of that, for your very first referral ever, you'll receive a T8 Recruiter's Pile of Tomes, worth a massive 200,000 Fame.

This Referral Season lasts until 23:59 UTC on January 31, so invite your friends today and enjoy these rewards!


The Frost Challenge Returns

Happy New Year, Adventurers! Start the year off right with the return of the Frost Challenge – earn Challenge Points, unlock chests to get valuable loot, and claim your very own Frost Ram.

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Frost-Themed Rewards for Intrepid Adventurers



FROST RAM: This month’s Challenge brings back the popular Frost Ram, a sturdy mount with an impressive leap spell. With its relatively fast move speed and ability to carry plenty of weight, it’s the perfect companion for gathering missions.



AVATAR RING: Along with the Frost Ram, you can unlock the Frost Challenge Avatar Ring to give your avatar an ice-cold aura all year long. This non-tradable item permanently unlocks this avatar border for one character, or it can be traded for one Adventurer’s Token at the Vanity Merchant.



SEASONAL SPECIALS: All month, unlock Frost Challenge chests to get valuable rewards like Adventurer’s Tomes and Silver bags, along with furniture items like the snowman and snowball pile, classic ice sculptures, the epic Frost Igloo, and a rare chance for the Rich Noble vanity skins.


Log in now and start gathering, fishing, farming, and killing monsters to earn Challenge Points and unlock your rewards!


Feature Focus: Territory Changes



With Crystal Raiders on the horizon, it’s time to take a closer look at some of the update’s main features. Here, we delve into the changes coming to territories, with Raiding, Control Costs, and more.

Territory Raiding


Crystal Raiders introduces Raw Energy to Albion’s territories. This is generated by Siphoning Mages and refined into Siphoned Energy over time, but it also brings an opportunity to other guilds, as it can be stolen in Territory Raids:
  • Each day at prime time, a territory’s Energy Storage becomes attackable
  • A territory can be raided during prime time if all Siphoning Mages and the Sentry Mage are defeated
  • After a successful Raid, 50% of the Stored Energy is stolen in the form of four Raw Energy Cores, which can be transported back to another guild’s territory
  • However, if they don’t reach a new territory within 30 minutes, these Raw Energy Cores will revert back to their original territory



With higher frequency than other territory warfare mechanics, Territory Raiding opens new avenues for Albion’s guilds and encourages action throughout the day:
  • Since each Raid has to happen in a territory’s prime time, there is a good chance of a defending force amassing, leading to a battle
  • However, since these are happening every day, across all prime times, they are more likely to have smaller defending forces than territory invasions
  • This brings greater opportunities for impromptu, guerilla-style warfare in the Outlands


Further Territory Changes


Changes have been made to territory prime times, to ensure territory-owning guilds are not under pressure to defend their territories around the clock:
  • Territory prime times have been reduced to one hour
  • Siphoning Mages can now only be attacked during prime time
  • Territory Attacks can now only be scheduled during prime time

Territories now also have Control Costs associated with them:
  • Territories closer to Portal Towns have higher Control Costs
  • Once a Control Cost of 15 has been exceeded by a guild or alliance, the Siphoned Energy Drain applies, and when a Control Cost of 25 is exceeded all individual members face Fame and Silver penalties
  • In this way, large guilds who seek to dominate the outer ring of the Outlands will be punished, and encouraged to compete further in
  • This in turn gives newer and smaller guilds a better chance at finding a foothold in the outer ring



Further changes also address the relative value of territories:
  • The Siphoned Energy and Season Point output of territories has a more pronounced weighting towards the inner circle of the Outlands
  • Territory attack costs increase with a region’s quality and tower level
  • Territories begin a season with a certain amount of Stored Energy depending on their region quality level

And the way Stored Energy is paid out has been changed:
  • After each prime time, a percentage of Stored Energy is paid out as Season Points and Siphoned Energy, depending on region and tower level
  • Conquering or giving up a territory no longer reduces Stored Energy
  • There is a new, fourth and final Invasion Day at the end of each season, where all Stored Energy is paid out directly as Season Points
  • Prior Invasion Days no longer pay out Stored Energy



All this will encourage guilds to compete over valuable territories deep in the Outlands, whether through outright control or unexpected Territory Raids, and bring ongoing conflict to Albion’s Guild Seasons. We’re excited to see how this plays out with the start of the next season on January 13, along with the other big changes coming with the update. For a full season schedule, click here, and stay tuned for another Feature Focus coming soon!

Uncle Frost is Back



It’s festive season in Albion: the cities are bedecked with decorations, and strange old Uncle Frost is back to his old tricks!

Dive into any T4-T8 Solo or Group Randomized Dungeon and you have a chance of encountering this figure. Should you see Christmas Trees while you’re down there, Uncle Frost awaits! Defeat him, and he might leave you some special yuletide furniture and vanity items, including snowballs and, if you’re lucky, the ultra-rare Yule Stag mount skin!



Uncle Frost is around for the following times on each server:
  • Albion East: December 21 at 23 UTC to January 7 at 23 UTC
  • Albion West: December 22 at 10 UTC to January 8 at 10 UTC

And so that everyone can enjoy the festive season, all players will be sent fireworks and a load of snowballs to mark the season. To claim them, simply log into the game during the times listed above - all characters who’ve completed the tutorial will receive a mail containing these treats.



So dive into the dungeons and say hello to your old Uncle Frost - he doesn’t visit very often!