Albion Online - iancurtismayfield


Guild name: Fricks
Alliance: POWER
Guild leaders: Veetus, Trollhouse, Bloodbaron
Date founded: July 17th, 2017
Number of members: ~190 
Primary language: English

Who says nice guys finish last? Fricks may be known primarily as an overall fun and positive-vibes guild, but they can still bring the heat when needed. They reached Crystal ranking in the second GvG season, finishing in eighth place overall, and are part of the resurgent POWER alliance that was recently formed by current season leaders Team Casualty. (See here for more on the POWER saga.)

Tell us about your guild. What sort of activities do you focus on? What sort of members are you looking for?

Fricks was founded on launch day by Veetus. The Filthy Casuals merged into Fricks several months later, and today Fricks are a very solid guild in the world of Albion. Fricks as a guild are all about community. We like to promote a wholesome and fun environment for our members and we feel we do a good job of that. Our focus is definitely PvP, but we experience every facet the world of Albion has to offer.

If you want to have a positive player environment, love to say “Fricks are recruiting” and want to experience a lot of PvP activities, Fricks are probably a great fit for you.

Where is your guild primarily located? What regions in Albion do you focus on?

We are based out of Sunlit at the moment, located in Northwest Mercia. We are very much a team. Being a part of a POWERful (see what I did there?) alliance has Fricks going wherever the alliance needs us. Usually that is in Cumbria or Mercia, which is nice because that’s close to home for us.



Do you have any particular rivalries or ongoing quarrels with other guilds?

This tends to change from season to season. Last season, I would say it was Conflict, as we had countless open-world fights with them over Anglia castles. This season, it’s more of a conglomerate of guilds, most stemming from the broader alliance between OOF and POE.

What were some of your most memorable battles/activities?

Most definitely this skirmish against the EGO alliance, battling over the Creag Rudd castle. Which was beautifully showcased in this video that Flufferpope put together:
https://www.youtube.com/watch?v=4Hm-I9gjDLQ
What does your guild do for fun?

We have our own songs. (Full album coming soon.) We roleplay from time to time. We form gank parties. We dungeon dive. We do faction warfare. We make memories and memes and even freestyle rap in Discord.

What is your guild's approach to the game? Do you have any sort of overarching philosophy?

Being uplifting and respectful and having fun is how I approach the guild, and I think most of our members feel the same way. I think the fun will be had if all the other things are in place first. All you need is love!

What are your goals for the future? What is your ultimate goal in the world of Albion?

It’s interesting to me that we started out as “just” a Twitch-based community guild, but over time we grew into a strong end-game guild joining hands with meaningful alliances and making a splash in the game. Our goals are to to continue doing what we’ve been doing and creating content for our members – though I think we could be creating even more content like in-guild events with in-game contributions/raffles and loot as rewards. Our end-game goal is to simply have a great time playing Albion Online.

Anything else to share about your guild?

Fricks are recruiting!
https://www.youtube.com/watch?v=M_kE7pkR_qE
Guild Spotlights is a series intended to introduce Albion's numerous guilds to the community at large. If you'd like your guild to be featured, please message PrintsKaspian or Evoque via the forums.
Albion Online - iancurtismayfield


Merlyn Patch 4 - Ver. 1.12.365 / REV 125448 - 6 September 2018

Changes
  • In addition to being muted in chat, characters you mute will now no longer be able to send ingame mails to you
  • Removing loot items from a corpse when mounted will now cause you to dismount 
  • Coloring of roads in swamp biome has been adjusted to make them more visually distinguishable from the environment
  • The damage dealt by Imps was higher than intended and has been reduced
Fixes
  • Numerous Marketplace and UI fixes:
    • Changing the price of a buy order to match an existing sell order now fulfills the order
    • Fixed an issue where the item quality would not update correctly when using the item quality dropdown menu in the Marketplace popup
    • Fixed an issue where the Marketplace orders tab did not update correctly after altering sell orders
    • Sell order list in the Marketplace details window flyout now shows higher quality items as well
    • Fixed an issue where guild logos would be missing in the Guild Details Season Info UI
    • Fixed an issue where a tooltip could get stuck to the cursor when reopening the Craft Building UI
    • Fixed an issue where an unlocalized string would appear when creating buy orders
    • Fixed an issue where the GvG win ratio would not be displayed correctly in the Guild stats UI
    • Fixed an issue where the trading UI would not open for players with over a certain amount of Silver
    • Fixed an issue where text was not properly displayed in different languages for Arena or Expedition Details UI
  • Fixed an issue where character location was not updated when knocked back during gathering
  • Players who can get out of range of Disembowel (for instance with Blink) will no longer receive damage or be rooted
  • The popup for Expedition rewards now displays the correct icon for Silver
  • Additional minor graphical, UI, environment, and localization fixes
Sep 5, 2018
Albion Online - iancurtismayfield


Crafting, Fishing, and Laborer Guides have been added to the Official Albion Online Knowledgebase, and numerous other guides have been streamlined and updated: albiononline.com/en/guides/

We're aware that parts of the official Knowledgebase are out of date or incomplete, and we hope to bolster this section in the coming months, along with the newly-revitalized wiki

If you've got an idea for a guide that isn't yet on the site , let us know in the comments below. Better yet, if you'd like to contribute a guide to the site (either one that's already written, or one you've been planning on writing) or contribute a translation of an existing guide, please contact PrintsKaspian via the Albion Online Forum:
https://forum.albiononline.com/index.php/ConversationAdd/?userID=169396
Albion Online - iancurtismayfield


Guild name: Guild Not Found
Alliance: Partnership of Equals
Guild leaders: The guild is governed by council of 7 ancients called “capitani”: Berenike4, Licencelessrider, Ilnonno, Lapadia, Isio, Faarok, and Cernobog
Date founded: September 2017
Number of members: 110
Primary language: Italian

Guild Not Found, Albion Online's largest Italian guild, was formed in September 2017 in an attempt to unite the Italian community that was scattered throughout the server at that time. The guild started small and worked hard to grow their ranks, eventually joining the Partnership of Equals alliance where they met another Italian community, the Dread Pirate Roberts. This group had history within the game, and the two decided to join forces. Currently, they are one of the oldest guilds in the POE alliance apart from Crimson Imperium Reborn and Infinite.

Tell us about your guild. What sort of activities do you focus on? What sort of members are you looking for?

It was hard in the beginning because Italians in every game tend to play "their game", so having a common objective is not that easy. But we worked our asses off and now here we are. We pretty much do every kind of activity you can find within the game. We do Hellgates, ZvZs, ganking, and so on. Obviously there are members who are more focused on a particular kind of activity, and they join up with others who enjoy the same kind of activity. We are a community of players before characters – we tend to joke and laugh a lot, and we even had our first IRL meeting in July 2018.



We're looking for members who like to play in a group, who can get the job done, and who are working towards a positive and chill play environment. We don't want people who only play alone or put their own objectives before those of the guild. The first thing we ask is to play WITH the guild, which is in our opinion very different than playing FOR the guild.

Where is your guild primarily located? What regions in Albion do you focus on?

We have a town plot located in Saddle Pound with few territories near it, although we focus pretty much on Cumbria where our alliance is mostly located. We are lucky that our territories are pretty near to the zones we fight for, so most of the time it's a pretty fast trip.

Do you have any particular rivalries or ongoing quarrels with other guilds?

Not in particular. We tend to have some "heat" chat with other little Italian communities that are playing, but it's a "normal" grudge, nothing special.  As members of the POE alliance, we fight very often against ALONE (now POWER), so if I had to choose a "nemesis", it could be that alliance.

What were some of your most memorable battles/activities?

For sure it was during the second reset in January 2018, where we saw battle mounts in action for the first time. It was a period where those mounts were really powerful and could turn the tide of a fight alone. We were a flanking group for the main zerg of the alliance and SUN were trying to capture a territory in the southern part of Cumbria. We did a perfect flank while SUN was in the territory and we managed to charge through their line, while our guys conquered their fear of being killed by a battle mount to achieve a perfect engage. Unluckily the mount managed to run away, but we still won the fight.

Another great fight we had was when  25+ Guild Not Found warriors (as you can see in the video below) fought a bloody battle for a castle in Bleak Moor.

https://www.youtube.com/watch?v=RLaBQfDxT-8
What does your guild do for fun?

As I said before, we do everything in this game. We don't have any one activity we focus on, so we can try everything this game has to offer. One day we might gank with "dank" builds, another day we'll go dungeon diving, another day we'll fame farm in dungeons all together, and so on...

What is your guild's approach to the game? Do you have any sort of overarching philosophy?

The only thing we ask is that our members play WITH the guild. Play together, have fun together. It's a game, so the main objective is to have fun. Sometimes you have to do activities you don't like, but doing these with the guild makes it less painful. Sometimes you have a hard day at work, so you just log in and chill with your friends in the guild. We offer a lot of content for those who join us because we want our members to be happy with us – nothing more, nothing less.

What are your goals for the future? What is your ultimate goal in the world of Albion?

Our goal for the future is to have an established GvG team. Things keep coming up, and we feel like we need to fix things or start all over. We are putting lot of effort into it, and starting in September, when the holidays are over, we feel that we will be ready to resume stronger than ever.

Our ultimate goal is to prove that Italians are not just wanna-be-pros or toxic players, but that we can give a lot and can be united and devoted to a common cause under a single flag, a thing that has not happened very frequently in games in the past.

https://www.youtube.com/watch?v=uZ8Tgow6D3k
Anything else to share about your guild?

If you pass through Italy on holiday, feel free to ask us for recommendations!

Jokes aside, We are really thankful to the Partnership of Equals alliance for the opportunity they gave us in the beginning. We've grown a lot and make a very strong bond between our guild and other guilds in the alliance, and that is a really beautiful thing.

But mostly I want to thank all the members of Guild Not Found that fought for us in the past, that fight for us now, and that will fight for the days to come. We are still here because of the commitment everyone put in while they were with us, even those who were with us for just a single day or those that decided not stay with us in the end.

Guild Spotlights is a series intended to introduce Albion's numerous guilds to the community at large. Thanks for reading, and stay tuned for more in the coming weeks!
Albion Online - iancurtismayfield


A new referral season starts today! Refer your friends and get three new rewards: the Recruiter's Barrel-Crate, the Recruiter's Beer Mug, and the Saint Bernard

How to Earn Seasonal Referral Rewards
The new referral season lasts until September 26. There are three ways to collect referrals and earn a Saint Bernard:
  • The easiest way is by sending Trial Keys to your friends. Each key redeemed on an account without a key on it will count toward your referral season progress.
  • Additionally, any Starter Pack that you buy and that gets redeemed on an account without a key will also count toward your progress.
  • And last but not least: if a friend registers through your referral link, then buys and redeems a Starter Pack on their account, you’ll also progress.
To get an overview of your current progress this season, and to see the FAQ for the referral system, click here.


Albion Online - iancurtismayfield


Merlyn Patch #2 - Ver. 1.12.365 / REV 124015 - 15 August 2018

Changes
  • Upgrading, repairing and construction of buildings is now much faster and is the same speed throughout all tiers of resources
  • Marketplace buy amount can now be set to either 1 or maximum in the Options interface – default value has been set back to 1 (previously max)
    • Known issue: The description for this setting is only in English at the moment
  • Added various tooltips:
    • Destiny Board Tracker tooltip now displays the required amount of learning points for a node that is ready to be learned
    • Item durability tooltip shows durability in current value/max values
    • Hovering over shortened Silver amounts will now display the full value: for example, hovering over "13KK Silver" would display "13056732 Silver"
  • Leaving a guild as the final member or abandoning a guild island now requires additional confirmation
Fixes
  • Fixed coloring for average prices in the Marketplace for different states (selling, buying, etc.): for example, selling above average is indicated as green, buying above average as red
  • Fixed an issue where party members were sometimes hidden on the minimap by zerg markers – party member indicators are now always rendered above zergs
  • Fixed an issue where it was not possible to use learning points when opening the Destiny Board via the item details UI
  • Fixed an issue where editing sell orders would allow insertion of higher-quality items
  • Fixed an issue where the Lymhurst Champion re-summoned his boar, Boaris, even though it was still active
  • Fixed gibberish speech bubbles that occurred when world map was open
  • Fixed an issue where farm animals were not grown even though their growth timer ended
Albion Online - iancurtismayfield


GvG Territories will be reset this weekend - and we'll be covering it live on the AlbionTV Twitch channel starting Saturday at 17:00 UTC. Join our hosts Shozen and Tazzik as they cover the Invasion Day madness live!

Starting at 18:00 UTC, guilds will have new opportunities to claim territories and launch attacks. For the complete GvG Season 3 schedule, check out this forum post.

You can also tune in Thursdays at 18:00 UTC for highlights from the previous week. Click here to watch recent highlight videos from the current season.

Here's the full season's streaming schedule:

Albion Online - iancurtismayfield


Merlyn Patch #2 - Ver. 1.12.365 / REV 124015 - 15 August 2018
Changes
Updated Marketplace, management, and map UIs:
  • Added plus/minus buttons to price input in the Marketplace UI for buy/sell orders
  • Limited the Marketplace max. price input to 999,999,999 to avoid issues with high inputs and stack sizes
  • When editing buy orders, the UI now checks to see whether the player has enough Silver (player needs complete amount, not only additional difference)
  • Added loading indicator and reload functionality to Marketplace UI
  • Tooltips now display on all Marketplace tabs, even the current one
  • Updated icons for canceling own orders
  • Added timer to show when items will be removed from Completed tab
  • Added tooltips to chest tab management buttons
  • Added a player search function to the Rights Management UI
  • Added hourglass icon to Faction Warfare outpost cooldown displays and to chat icons
Balance Changes to Faction Warfare
Trade Missions

To reconcile the risk of Faction Trade Missions with their rewards, the weight of the Medium Trade Mission quest item "Unsuspicious Boxes" was increased from 288.5kg to 688kg. Transporting this item will now generally require mounts with higher load capacity (such as regular horses, stags, and oxen) and exclude many mounts with higher survivability. This increases the risk of these lucrative missions, and brings them more in line with the current rewards.

Faction Bosses
  • Lymhurst Champion:
    • Boaris (his boar) will now reset/disappear when the champion disengages (i.e. when all attacking players are dead or have retreated)
    • Boaris' enraged state now has an additional stacking move speed bonus effect
  • Thetford Champion:
    • The effects of his Firebolt spell are now increased when a target is struck by 6 or more Firebolts
Faction Capes
  • Martlock Cape:
    • Buff Duration: 3s -> 5s
Fixes
  • GvGs in zones that were converted from yellow to red with Merlyn now have the intended item power softcap
  • Channeling spells are now canceled when the target turns invisible, which is their intended behavior
  • Block buff is now active during the entire channeling process
  • Fixed an issue where players lost PvP flagging when respawning
  • Fixed an issue where City Guards would immediately enrage at the start of a fight and would remain enraged, canceling their auto-attacks
  • Fixed an issue where Smoke Bomb didn't silence party members
  • Fixed an issue where Passive Burn (Fire Staffs) was not working when the caster had more than 500 health
  • Audio fixes:
    • fixed fishing float sounds
    • fixed looping crafting sound when resources are destroyed
  • Additional localization, graphical, UI, and resource placement fixes
 
Albion Online - iancurtismayfield


Introduction
Laborers in Albion Online fulfill a vital role. While the resources they provide may not seem plentiful compared to the setup costs, they more than pay for themselves in the long term. In this guide we will talk about how to set up your first laborer house (or Guild Hall - See FAQ at the end) and give you enough information to plan your own island network.

Everyone has different requirements and expectations from their laborers, from a few extra materials to refine or sell to a global business empire of mass production. The trick is to build correctly for your needs from the start, and to always have your long-term goals clear.


Our Level 4 Island
For this guide we will work with a level 4 personal island with 6 normal spaces, 2 small spaces, and 3 farm plots. The initial setup and purchasing cost for this level of island is approximately 350,000 Silver in the current economy. Long-term, if you want a house for each laborer type, you will need a level 6 island with 11 housing spaces, but that can wait.

It is entirely possible to run a great yet modest laborer operation from a level 2 or 3 island, so do not be put off – the sooner you start, the easier it becomes. Bear in mind, though, that your laborers do not like to move from house to house, so initial placement is key and should form the base of your long-term plan, lest you be forced to delete already trained laborers!

Looking at the image above, we have a small Tier 2 building in the center plot, with a few chests to hold our building equipment while we work. We have 2 small plots which we will not be using in this guide, 3 farm plots, and, most importantly, 5 spaces in which we can build the houses where our laborers will live and work.
Building a T5 House
The following supplies are needed for each T5 house you wish to build:
  • 450 T1 logs
  • 45 T1 stone
  • 180 T2 Limestone Blocks
  • 180 T3 Sandstone Blocks
  • 180 T4 Travertine Blocks
  • 180 T5 Granite Blocks
  • 3 Generalist Trophy Journals, T2 (buy if needed)
  • 1 of each Generalist Trophy, T2-5 (buy if needed)
  • 3 T5 Beds (craft at a toolmaker or buy)
  • 1 T5 Table (craft at a toolmaker or buy)
  • 100 Silver


It is possible to start with a lower-tier house, but you should try to avoid this for several reasons:
  • A Tier 5 house allows you to employ 3 laborers, the maximum number you can employ per house (Tier 4 and below allow only 1-2 per house).
  • A Tier 5 house already has the maximum house footprint, so your placement will not need to be amended after the initial setup.
  • You will not incur additional expenses for lower-tier furniture and trophies if you build your house to Tier 5 right away.
Note that laborers are not tied to the tier of the house they live in, but their happiness levels will be affected if your house prevents you from providing the correct tier items to keep them happy. This can result in lower levels of returned materials, which will reduce your overall efficiency.

Let's go ahead and build a Tier 5 house and furnish it with our 3 beds, table, and trophies.
Types of Laborers
This is an ideal start for our laborers – who wouldn’t want to live in a property like this? Now we have a decision to make: which type of laborer should we choose? Whichever we choose, we will want to fill this house with the maximum number of laborers of that specific type that the house can support: all Croppers, all Tinkers, and so on.

Let us examine the different types of laborers we can employ to work for us. Laborers fall into 3 categories: Gathering, Mercenary, and Crafting.

Laborer Type                         Activity to fill journal                        What they provide

Gathering Laborers:

Lumberjack                            Gathering wood                                  Wood

Stonecutter                            Gathering stone                                  Stone

Prospector                             Gathering ore                                      Ore

Cropper                                  Gathering fiber                                    Fiber

Gamekeeper                          Gathering hide                                    Hide

Fisherman                              Catching fish                                       Fish

Mercenary Laborers:

Mercenary                              Killing mobs                                        Silver

Crafting Laborers:

Blacksmith                             Crafting at Warrior's Forge                 Metal Bars

Fletcher                                  Crafting at Hunter's Lodge                  Leather

Imbuer                                    Crafting at Mage's Tower                    Cloth

Tinker                                      Crafting at Toolmaker                         Planks

Consider the following:
  • All laborers accept Generalist Journals (like the three you hopefully filled while building your house).
  • Each Gathering and Mercenary laborer also has their own special trophies, which again are in tiers and which add further happiness. If you provide a laborer with a filled trophy journal of their profession, they'll bring back trophies instead of resources. (We will discuss happiness shortly).

Hiring Your First Laborers
For the purpose of this example, our character is a Skinner, so it makes sense for the 3 laborers in this house to be Gamekeepers. A quick visit to the house board near the front door will allow us to hire three Gamekeepers (one at at time) for a small fee. If we were interested in crafting leather items, we could also consider employing Crafting laborers to work hand-in-hand with our Gamekeepers for the next house we build.

Please be aware that with the Merlyn update, the Royal cities (and the islands attached to them) received refining and crafting bonuses for specific item types. With these bonuses in mind, you can put the correct laborers in the correct locations for added synergy.

Once you've acquired your laborers, they'll need 30 minutes to settle in. You can purchase Tier 2 profession journals from them during this time and fill them quickly if you need something to fill the time. After 30 minutes, go back and speak to the laborers, and give each of them a journal – either generalist or profession-specific. Either of these will raise our Tier 2 laborers to Tier 3 when they return after 22 hours.
Laborer Happiness
Laborer happiness is based on having sufficient beds, tables, and trophies for the quantity and tier of all laborers in a house.

First off, happiness is not immediate: it will take your laborers 10 hours to reach the highest possible level of happiness in their current environment, so if you want to make sure you get the immediate raise to Tier 3 from the first journals, wait 10 hours for each to reach full happiness.

It is important to keep the happiness level as high as possible. We do this in three ways:
  • Always have 1 Generalist Trophy of each tier in the house per 3 laborers. In houses, it is pointless to have more than one of each tier as they do not stack, but in Guild Halls this means you will need 1 trophy of each tier per 3 laborers.
  • Add additional happiness by using profession-specific trophies for Gatherers and Mercenaries, and by using the Shark Trophy and Explorer's Spyglass if you can afford them. You should have one of each tier of Profession Trophy for every three laborers (in addition to Generalist Trophies) wherever possible.
  • In each house or hall, you will always need one bed per laborer and one table per 4 laborers. Never go below these numbers, and when you upgrade the house to the next tier, place new furniture (matching the higher tier of the house) as quickly as possible.
Filling Journals
Now that you have a functioning laborer house it is important to keep them busy! You do this by supplying them the correct journals. ZaZii has done excellent work on the forums giving detailed explanations on journals, including the Fame they give and the level of Fame required to advance for each tier and type of laborer:


Journals require more Fame to fill as their tier increases. It is good practice to always have generalistic journals with you at all times, as filling them enables you to level your laborers incredibly quickly through the first few tiers. Once you get your laborers to T5+ you will start receiving resources that you can either sell for a large profit or use to craft, thereby filling more books and generating more refined resources. And if you want trophies that will raise your laborers' happiness, provide them with filled trophy journals for their profession and they'll return with trophies instead of resources.

Note that all gathering journals can be filled by gathering materials up to 2 tiers above the tier of the journal. So you can fill a Tier 2 gathering journal by gathering up to Tier 4, a Tier 4 journal by gathering up to Tier 6, and so on. It is unlikely you would want to fill a Tier 4 journal by gathering Tier 6, but sometimes you might be short on journals or have trouble finding Tier 4 materials.

It is also important to note that, for Crafting and Mercenary journals, you need to be crafting items or killing mobs of the correct tier to fill the book. Make sure you have the correct books with you at all times. You can fill gathering and generalist journals at the same time for additional efficiency, so take advantage of this whenever possible.

The sheer enormity of what you can do with laborers can be overwhelming, so my advice is to start slow and have only enough houses to hold the laborers you can consistently fill journals for. Below is an FAQ which should cover most other intermediate questions regarding laborers.
---

Frequently Asked Questions
Which is better: guild halls / houses on guild islands, or houses on personal islands?

It all comes down to a choice between the setup cost and restrictions when upgrading (for the former) versus the greater time needed to supply your laborers with journals (for the latter).

The cost to set up a Guild Hall for 15 laborers may be hard on new players or those with low in-game incomes. However, having your laborers in one place and not having to maintain multiple houses can be a great thing. You can build a T5 house first on a Guild Island and build the Guild Hall later. Don’t forget that alternate characters who have had 30 days premium have full island access, so you can put them in their own guild and make a guild island that your main character can access. I personally have 5 personal laborer islands all set up identically, but pick whichever option suits you best.

Which is better: making profits from T5+ journals, or getting more essential resources from lower-level journals?

It is almost certainly more financially viable to give your laborers T5+ journals. This allows you to sell these resources to buy lower tier resources and still make a small profit. I currently have 6 of each laborer on a 4/2 setup which uses 4 T2 books (filled by gathering T4 in the Black Zone) and 2 T3 books (filled by gathering T5 in the Black Zone). This yields me 90 refined T3 every 22 hours. More importantly, it means I don’t have to go to Blue Zones for lower tier resources, which is appealing to those wishing to live in the Black Zones.

You mentioned the Shark Trophy and Explorer's Spyglass. What do they do?

The Shark adds +10 happiness for all Fishing Laborers in a house, while the Spyglass adds +5 happiness to all laborer types in a house.

Do gathering bonuses and gathering enchanted resources fill journals faster?

Any bonuses to Gathering Fame are transferred to your journals, so gathering enchanted resources will fill your journals very quickly indeed. With the Merlyn update there are 2 new red zones close to each Royal city with an increased rate of enchanted resources. These will be fiercely contested, but also an amazing source for filling journals quickly.

How long will it take to get my Silver back from setting up a T5 laborer house?

If you are diligent, provide your laborers with the correct journals each day (specific to their professions, not generalist journals), and level each laborer as soon as possible, then you should be at a break-even point within 14-21 days per T5 house. If you continue after that point using T5+ journals, you will then be in the pure profit zone, whether you sell the resources or craft with them. Don’t forget that happy laborers often bring back enchanted resources, both refined and unrefined, from Tier 4 and above.

---

That's it for this guide - special thanks go again to ZaZii and Stravanov for all of their work on the forums, to Bubbalou for thrashing out the personal island laborer project with me, and of course to all of you for reading.

Happy adventuring,

Barathorn.
Aug 10, 2018
Albion Online - iancurtismayfield
Season 3 has been Albion Online's most competitive to date. Just past the halfway point on August 4, the first- and second-place teams – Money Guild and Team Casualty – were within a few thousand points of each other, a negligible number for high-ranking teams.



Team Casualty have long been one of Albion's top guilds and had high hopes for Season 3. Ellipses, the guild leader, discussed the season (as well as their ongoing rivalry with Crimson Imperium Reborn) in a preseason interview on the forums. The Fleet and Frogue One, both strong guilds in their own right, paired well with Team Casualty, and the synergy between these guilds made their alliance, ALONE, the most powerful in Albion man-for-man.

Money Guild's alliance, OOPS, was able to remain in power due to the combination of their elite GvG team and strong-handed diplomacy, which saw them retain control over large swaths of the Outlands while maintaining a truce with the powerful guild Crimson Imperium Reborn and their alliance Partnership of Equals. But with Team Casualty able to hold large parts of Cumbria and strategic footholds in Mercia, as well as having a legitimate shot at taking any castle on the map in hand-to-hand combat, they appeared to be in fantastic position to challenge Money Guild for the top spot.



Then, on August 8, Team Casualty awoke to find their alliance disbanded, five of their plots dropped, and countless resources missing from Fecund Mound Meadow, their de facto base of operations. With their formerly powerful guild in disarray and their options for new resources, weapons, and food severely depleted, Team Casualty's shot at a Season 3 championship seemed in doubt.

So far, Team Casualty has taken this tremendous hit in stride, immediately jumping back into the fray: on August 8, the day of their devastating loss, they founded a new alliance, POWER, and were able to successfully reclaim Moonlit Grove in Mercia.



Whether they can continue to reclaim lost territories and resources over the coming weeks remains to be seen, but with season points doubling after the final territory reset on August 18, the Season 3 crown remains in play.
...