Roads of Avalon in Albion Online: How the Roads Work and How to Map Them
The Roads of Avalon are a network of hidden regions joined by temporary portals. Entrances open anywhere in Albion, each connection stays open for half a day to a day, and then the network rearranges itself. Every Road is a black zone with full-loot PvP, and inside you find Avalonian chests, dungeons, T4 to T8 resources and guild Hideouts.
Because the connections change every day, players map them. This guide explains how the portals and the network work, what each kind of Road contains, and how to keep a map of your Roads with the AFM World Map.
How to get into the Roads
- Entrances can open anywhere in Albion, from blue zones on the Royal Continent to the black zones of the Outlands. The game marks them on the minimap and the Region Map.
- Hover an entrance before you go in. Its tooltip names the Road it leads to and shows how long it stays open ("Closes in").
- Remove your Faction flag first. You cannot enter while flagged for Faction Warfare; the game offers to remove the flag for you.
- Brecilien has its own Roads entrance. It takes your party (up to 7 players) into a Road, and you have to wait before you can use it again.
Every Road uses black zone rules: anyone can attack you, and everything you wear and carry can be looted when you die. If you are new to the zone colors, read the zones and flagging guide first.
How Roads portals work
| Portal rule | Value |
|---|---|
| How long a connection stays open | 12 to 24 hours (game data) |
| Warning before it closes | "This connection will close soon and might reconnect to another location" |
| Portal size | The number on the portal's inner ring: 7 for most portals, 20 for the portals into the T8 raid Roads |
| Charges | Each player who passes uses one charge; charges regenerate over time |
- Check the timer on the portal you came in through. When it closes, that way home is gone and the exit may open somewhere else.
- A 7 portal lets seven players through, then it has to recharge. If your party is bigger, the rest waits for charges to come back.
- Older guides mention 2-player portals. The small portals were removed when the Beyond the Veil update reworked the Roads in November 2022.
Leaving the Roads
You cannot log out inside the Roads. Leave through a portal to the open world, or use Journey Back: while mounted, channel the ability and your mount takes you to the last city or Hideout you visited. It costs silver, more the more you carry, and taking damage interrupts it.
If you simply close the game, your character stays in the Road and can be attacked for a while. After that the game pulls it out, with durability damage and the loss of part of your stacked items.
How the network is laid out
The game data sorts the Roads into layers. Only the outer layer has portals to the open world:
| Kind of Road | Tier | Exits | Leads to |
|---|---|---|---|
| Royal entrance Roads | T4 | 6 | Blue and yellow zones of the Royal Continent, other entrance Roads, Hideout Roads |
| Red entrance Roads | T6 | 6 | Red zones, other entrance Roads, Hideout Roads |
| Outlands entrance Roads | T6 | 5 or 6 | Black zones of the Outlands, other entrance Roads, Hideout Roads |
| Inner Roads | T4 or T6 | 4 | Only other Roads: entrance Roads, other inner Roads, deep Hideout Roads and the T8 raid Roads |
| Hideout Roads | T6 | 3 | Entrance or inner Roads, other Hideout Roads, the T8 raid Roads |
| Raid Roads (the Deep Roads) | T8 | 4 | Only reached from inner and Hideout Roads, through 20-player portals |
Not every exit is connected at every moment, so a Road can have fewer open portals than its exit count.
What this means in practice:
- A Road you enter from a blue or yellow zone mostly leads to other blue and yellow zones. That is why transporters use them as short cuts between Royal Cities (see the transport guide).
- Getting from the Royal Continent to the Outlands takes at least three Roads: a Royal or red entrance Road, an inner Road, then an Outlands entrance Road.
- The T8 Roads are always deep inside. You reach them only through 20-player portals from an inner or Hideout Road.
What is inside a Road
Resources
| Road tier | Resources | Chance a node spawns .1 / .2 / .3 |
|---|---|---|
| T4 Roads | T4 to T6 | T4: 20% / 4% / 0.8%, T5: 12% / 2.4% / 0.5%, T6: 5% / 1% / 0.2% |
| T6 Roads | T5 to T7 | T5: 12% / 2.4% / 0.5%, T6 and T7: 5% / 1% / 0.2% |
| T8 Roads | T6 to T8 | 5% / 1% / 0.2% |
Base chances from the game data, before territory bonuses. All five gathering resources (wood, ore, fiber, hide and stone) appear in the Roads, but each Road has its own mix: check its map page before you go (see "Find a Road's map" below). The gathering guide covers gear and leveling.
Avalonian Chests
| Chest | Label on AFM maps | Found in |
|---|---|---|
| Green | Avalonian Chest (Solo) | T4, T6 and T8 Roads |
| Blue | Avalonian Chest (Group) | T4, T6 and T8 Roads |
| Yellow | Avalonian Chest (Elite) | T6 and T8 Roads only |
Chests spawn at fixed spots on each Road's map, so you can see where they are before you enter. Not every Road has all three colors.

Mobs and dungeons
- Avalonian mobs guard the Road. Since January 2023, roaming mobs and the weaker camps are tuned for 1 to 3 players, and the strong camps for groups of 7 or more.
- Solo and group dungeons have fixed entrances in many Roads, marked on the minimap. Inside are Heretic, Keeper, Morgana or Undead dungeons of the Road's tier.
- Avalonian Dungeons are 15 to 20-player instances. Some T8 Roads have a fixed entrance to one.
Hideouts
Hideout Roads are the Roads where guilds can build. They have a Hideout Placement Crystal: a guild can build a Hideout near it during the zone's prime time, and the Hideout gets the crafting modifiers shown on the zone map. Unlike in the Outlands, any guild can declare an attack on a Hideout in the Roads, also at the zone's prime time.
Find a Road's map on AFM
Every Road has its own page in Albion Maps. Type the Road's name from the portal tooltip (for example Xilos-Osayam) and the page shows:
- the tier, the resource types and tiers, and the resource hotspots;
- the Avalonian Chests and dungeon entrances; hover an icon to see what it is;
- the mobs and other points of interest, with the Resources, Mobs and Points of Interest switches.
To browse, open the directory at the bottom of the page and filter by Region "Roads of Avalon".
Map your Roads network with the AFM World Map
The Roads tab of the World Map keeps every Road you know on one canvas, with its portals, their size and the time they have left. You can try it without signing in.
- Open the Roads tab and press Add Road. Pick the Road you are in.
- Select the Road and press Add exit. Click the spot on the Road's map where the portal is.
- Fill in the portal. Choose the destination (a Road map, or a Normal map for an exit to the open world), the portal size, and the hours and minutes left from the portal's tooltip. Press Place Destination.
- Click where the other side of the portal is. For a Road, click its map; the new Road is added for you.
- Repeat for every portal you scout. Fit All shows the whole network at once.

- Expired portals clean themselves up. When a connection's time runs out it disappears from the network and from routes, but the Road and your markers on it stay.
- Share it with your guild. Sign in and use Save map once: from then on, Roads, exits and markers save as you work and update live for everyone viewing the map. A public link gives read-only access.
- Plan routes through the Roads. Add your start and destination on the Map tab, continue through the Roads tab, and read the distance and travel time in Summary. In Settings, Minimum Road portal leaves out portals too small for your group.
- Pick the right server. Roads are per server, and the map keeps a separate network for Americas, Asia and Europe.
Quick checklist before a Roads trip
- Know the Road names behind you and how long each portal has left.
- Carry enough silver for Journey Back, and stay mounted when you want to use it.
- Take only gear you can afford to lose: the Roads are full loot.
- Check the Road's map for chests, dungeons and resources before you commit to it.
- The Ancient Lands also open through portals but follow their own rules: see the Ancient Lands guide.