about 2 years ago - Eltharyon - Direct link
Hello everyone,

With Hideouts we’re introducing a really exciting new sandbox feature to Albion Online! You’ve probably heard that Hideouts are “open world bases” for your guild - but you may still have questions about how *exactly* they work.

Well, this document tries to answer that question in detail. This is not meant to be an introduction to Hideouts, but rather a guide to the details which may be important for enterprising guild leaders and players make plans for their own Hideouts after the release of Queen.

Enjoy, and let us know if there are details that we’ve left unanswered - we’ll extend this guide!

Placement

Hideout Construction Kit
To place a hideout, you need a Hideout construction kit. This is crafted at a Master’s (Tier 6) Toolmaker or higher and requires the following crafting ingredients:
  • 10 Million Silver
  • 3000x Limestone Block (Tier 2)
  • 2000x Sandstone Block (Tier 3)
  • 800x Travertine Block (Tier 4)
  • 400x Granite Block (Tier 5)
  • 200x Slate Block (Tier 6)
  • 500x Siphoned Energy
The full kit weighs 2250 kg, so you’ll need to bring a strong transport mount to move it around.

Hideout Placement Rules

To place your Hideout in the world, you should be aware of the following limitations on placement:
  • Hideouts can only be placed in regions which feature a watchtower territory (either farm or normal, this does not make a difference) in the Outlands
  • Hideouts can only be placed if your guild has less than 6 Hideouts in the world
  • Hideouts can only be placed if your guild does not already have a Hideout in the Region
  • 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 cannot be placed within 180m of another Hideout
  • 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 on even ground
  • Hideouts can only be placed if they are not within:
    • 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

Once placed, the Hideout is considered “under construction”.

In the first 20 minutes of construction, the Hideout is attackable by any non guild/allied players using a Demolition Hammer. If its durability is reduced to 0, the Hideout is destroyed and the construction kit lost.

After 20 minutes, the Hideout becomes invulnerable until the beginning of the region’s next battle time. Depending on when you placed the Hideout, this means this phase lasts between 20:00:00 and 23:59:55 hours.

At the beginning of this next battle time, the Hideout again becomes vulnerable to attack with Demolition Hammers and can be destroyed by any non guild/allied players.

If it survives this phase, it will become established.

Established Hideouts

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, but they 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.

Hideout Features

Bank & Guild Vault (Level 1)
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 personal bank are subject to recovery (see below), while the guild vault is not.

Repair Station (Level 1)
Every Hideout comes with a repair station to repair your damaged items.

Building Slots (Level 1-3)
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 for themselves to manage them.

Crafting Bonuses
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.

Marketplace (Level 2)
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.

Farming Merchant (Level 2)
Hideouts of Level 2 and higher house a Farming Merchant. This merchant sells decorative items which can be placed in your Hideout as well as farming seeds which you can use in the farm territories in the Outlands.
We’re planning to expand the opportunities for farming in the Outlands in the future, so right now this guy is waiting for his time to shine.

Energy Manipulator (Level 3)
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 granting you access to rewards bought with Siphoned Energy, such as battle mounts.

Expedition Agent (Level 3)
Hideouts of Level 3 house an Expedition agent, allowing your guild members to participate both in regular and hardcore Expeditions directly from the Hideout.

Vanity Merchant ( Level 3)
Hideouts of Level 3 house a vanity merchant, allowing you to buy additional decorative items and seasonal items in your Hideout!

Attacking & Defending

Invulnerability
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.

Vulnerability
A Hideout at full defense points becomes 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 (See Appendix A: Hideout Stats for attack costs. Note that silver attack cost is paid from the guild account).
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.

Attacking a Hideout
Once the defenses are lowered, the Hideout may be attacked by any player with a Demolition Hammer who is not a member of the guild owning the Hideout or an ally.
If the Hideout’s durability is reduced to 0, it loses a defense point. If it lost its last defense point, the Hideout is destroyed (see Hideout Destruction). Otherwise, the Hideout loses a defense point and immediately becomes invulnerable again until the beginning of the next battle time.
In this case, it will immediately become damageable again at that time.
If a Hideout survives the first 20 minutes of a region’s battle time without being reduced to 0 durability, it immediately restores ALL defense points.
This means, to successfully destroy a Hideout, it must be attacked successful on a number of consecutive days equal to its defense points.

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 (see Appendix A: Hideout Stats)

Upgrading a Hideout
A Hideout upgrade can be initiated at any time by any player with Co-Owner access to the Hideout (or the “Manage Hideout” guild level 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 (see Appendix A: Hideout Stats).

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.

Hideout Destruction
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, furniture inside the Hideout is destroyed EXCEPT gear stored in personal bank tabs (guild vault contents are still destroyed).

Gear in personal bank tabs will instead be moved to the nearest permanent public bank (so either one of the new Outland “Rests” or the nearest major 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.

Hideouts on World & Region Map
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:
  • A blue Outline means a Hideout is invulnerable
  • A yellow Outline means a Hideout is vulnerable
  • A Hideout which 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
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


Appendix A: Hideout Stats

Hideout Level 1
Description: Basic Hideout, suitable as a small base of operations, but not enough building slots for independent operations. Note: a freshly built Hideout starts as a construction site (see below)
Cost:
  • 1x Hideout Construction Kit, crafted from:
    • 10 Million Silver
    • 3000x Limestone Block (Tier 2)
    • 2000x Sandstone Block (Tier 3)
    • 800x Travertine Block (Tier 4)
    • 400x Granite Block (Tier 5)
    • 200x Slate Block (Tier 6)
    • 500x Siphoned Energy
Facilities:
  • Bank
  • Repair Station
  • 5 Building Slots
Upkeep: 15,000 nutrition points/day
Maximum Nutrition Storage: 150,000 nutrition points (10d supply)
Attack Cost:
  • 1 million silver
  • 50 Siphoned Energy
Defense Points: 2
Durability: 50,000
Repair Rate: 25 Durability per second

Construction Site - Initial
Description: Immediately after placement, the Hideout construction site is vulnerable to attack for 20 minutes
Durability: 15,000
Repair Rate: 0 Durability per second

Construction Site - Advanced
Description: 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

Hideout Level 2
Description: Medium Hideout, suitable as a permanent base without many luxuries
Cost:
  • 20 million silver
  • 1250x Rough Logs (Tier 1)
  • 1000x Siphoned Energy
  • 500x Slate Block (Tier 6)
  • 125x Rough Stone (Tier 1)
Upgrade Duration: 48h (2 days)
Facilities:
  • + Guild Marketplace
  • + Farming Merchant
  • + 15 Building Slots (20 Total)
Upkeep: 20,000 nutrition points/day
Maximum Nutrition Storage: 400,000 nutrition points (20d supply)
Attack Cost:
  • 3 Million Silver
  • 150 Siphoned Energy
Defense Points: 4
Durability: 100,000
Repair Rate: 75 Durability per second

Hideout Level 3
Description: The most advanced Hideout- both in terms of defenses as in terms of facilities.
Cost:
  • 80 million silver
  • 5000x Rough Logs
  • 4000x Siphoned Energy
  • 2000x Slate Block (Tier 6)
  • 500x Rough Stone (Tier 1)
Upgrade Duration: 96h (4 days)
Facilities:
  • + Energy Manipulator
  • + Expedition Agent
  • + Artifact Foundry
  • +5 Building Slots (25 Total, including 1 slot for a guild hall)
  • + Vanity Merchant
Upkeep: 25,000 nutrition points/day
Maximum Nutrition Storage: 750,000 nutrition points (30d supply)
Attack Costs:
  • 11 Million Silver
  • 550 Siphoned Energy
Defense Points: 5
Durability: 150,000
Repair Rate: 100 Durability per second

Appendix B: Hideout Damage Scaling

Hideouts can be attacked using Demolition Hammers 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 reduces. To give you an idea how this scales:




Appendix C: Hideout Access Rights

Hideout Access Modes

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-owners they can:
  • 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
Visitor
  • Can enter Hideout
  • Can make a Home at the Hideout
  • Can add food to the Hideout supply
  • Can use Hideout facilities
    • Bank
    • Guild Vault (new tabs can only be bought by the guild owning the Hideout, however)
    • Marketplace
    • Use (but not place) buildings


Guild Level Rights

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 are partially paid from guild bank!)