Guild Season 13 Schedule

Changes coming with Season 13 are summarized at the end of this article. For the full details of these changes, as well as the reasoning behind them, please see this forum post:…nges-for-Guild-Season-13/

Important Dates

  • June 19, 2021 (Saturday): Season starts, Invasion Day #1, all Territories Reset
  • June 20, 2021 (Sunday): Scoring starts (by time zone)
  • June 21, 2021 (Monday): Territory Battles Start
  • July 17, 2021 (Saturday): Invasion Day #2 – Energy/Season Point Storage Payout, all Territories Reset
  • August 14, 2021 (Saturday): Invasion Day #3 – Energy/Season Point Storage Payout, all Territories Reset, Territory and Castle scoring doubles
  • September 11, 2021 (Saturday): Scoring of Territories and Castles Ends, Energy/Season Point Storage Payout
  • September 12, 2021 (Sunday): Final Crystal League Matches
  • September 13, 2021 (Monday): Season Ends at 9:59 UTC

June 19, 2021: Start of Season

  • The Guild Season and the season-long Guild Challenge start at 11:00 UTC
  • Ownership of territories in the Outlands is reset, and they can be reclaimed by guilds starting at the following times:
    • Saturday at 18:00 UTC for territories with primetimes of 12:00, 15:00, 18:00, or 21:00 UTC
    • Sunday at 01:00 UTC for territories with primetimes of 00:00, 03:00, or 05:00 UTC
  • Guardian bosses must be defeated to claim a territory (balanced for about 5 players)

June 20, 2021: Territory / Castle Scoring Begins

Territory Scoring:

Siphoning Mages:

  • Territory points are generated by Siphoning Mages, which spawn dynamically (1.5h, 2h, 3h, 6h) until the maximum of four are present
  • Mages can be killed by any player outside the territory owner’s alliance, and drop Siphoned Energy
  • Killing Mages also gives Season Points based on the following formula: Max. Daily Territory Points x 0.1125
  • Siphoned Energy can be withdrawn/deposited by Guild Masters and Right Hands

Castle Scoring:

  • Castles score 115, 160, 205, 250, 295, or 340 Season Points every six hours, with those closer to the center of the Outlands giving more points. Scoring takes place at 0:00, 6:00, 12:00, and 18:00 UTC.
  • Castle Outposts score 20, 26, 32, 38, 44, or 50 Season Points every three hours, with those closer to the center of the Outlands giving more points.

June 21, 2021: Territory Battles Start

For details of open-world territory control, see:

July 17, 2021: Invasion Day #2

  • All territory claims are dropped at 10:00 UTC
  • Territories become reclaimable and Guardian Bosses spawn
  • Territories with a primetime starting at 12:00, 15:00, 18:00, 21:00 UTC become claimable at 18:00 UTC on Saturday
  • Territories with a primetime starting at 00:00, 03:00, 05:00 UTC become claimable at 01:00 UTC on Sunday

August 14, 2021: Invasion Day #3, POINTS DOUBLED

  • DOUBLE POINTS for Territories, Castles, Castle Outposts and Mage Raiding for the rest of the season
  • All territory claims are dropped at 10:00 UTC
  • Territories become reclaimable and Guardian Bosses spawn
  • Territories with a primetime starting at 12:00, 15:00, 18:00, 21:00 UTC become claimable at 18:00 UTC on Saturday
  • Territories with a primetime starting at 00:00, 03:00, 05:00 UTC become claimable at 01:00 UTC on Sunday

September 11, 2021: Last Call for Territory Battles

  • Point scoring ends for each territory at the end of its downtime, and territories cannot be challenged afterward
  • Final 20v20 Crystal League Matches

September 12, 2021: Final 5v5 Crystal League Matches

  • Final 5v5 Crystal League Matches of the season

September 13, 2021: Season Ends

  • The season officially ends right before maintenance (9:59 UTC) and a winner is declared
Changes for Guild Season 13

Our next big content update will focus primarily on major improvements to activities in the Open World. However since the development of a new big update takes a lot of time, we want to introduce some improvements already with the start of Season 13.

Open-World Mobs

The fame of all existing Roaming Mobs has been doubled. Furthermore, if Roaming Mobs are not defeated, they have a chance to reroll to a more valuable mob over time. This way we can guarantee that the low value mobs are exchanged over time, even if players do not actively defeat them. This change should make rare mobs appear more often in the open world.

We are also introducing entirely new roaming mobs which are more rare and provide more valuable loot:

Treasure Drones
Treasure Drones are rare Roaming Mobs which transport valuable Avalonian Chests through the open world. They can be defeated by a solo adventurer. The chest contains Avalonian Artifacts, Avalonian Energy, silver and a mix of all kinds of fragments. The drone comes in four different rarity levels, like the dungeon chests. Furthermore, the tier of the drone also depends on the tier of the zone, with higher tier drones carrying more valuable loot.

Crystal Spider
This is a new Rare Boss that randomly spawns in Roaming Mob positions across the Outlands. Once it spawns, it will be displayed on the minimap for every player in the cluster. The boss is suited to be fought in small groups of 3-5 players. Defeating it gives high value Artifacts, including Avalonian Artifacts, as well as Season Points. On average they spawn every hour per zone in the Outlands, and each Crystal Spider gives between 10 (“Outer Circle”) and 30 (“Inner Circle”) Season Points.

Gathering and Transmutation

We will also drastically increase the enchantment rate for all resources in the Outlands. The amount of .2 resources spawning in the open world has been doubled, while the amount of .3 resources spawning has been quadrupled.

To further boost the value of gathering resources in the open world, we will also adjust the transmutation prices. Transmutation prices will generally be increased, with lower tiers seeing more of an increase than higher tiers.

For Enchantment upgrades, going from .0 to .1 will see its cost roughly tripled, going from .1 to .2 doubled, and going from .2 to .3 will remain relatively unchanged.

For Tier upgrades on everything but stone, the transmutation cost will be 200 times the Item Value of the resource, which results in increases at lower tiers (5 and 6) of up to approximately +166%, +100% at tier 7, and no change going to tier 8.

For Tier upgrades of stone, the price will go up +166% for T4 -> T5, +100% for T5 -> T6, +33% for T6 -> T7, and again no change going from tier 7 to tier 8.

Castle Outposts

The loot of the Castle Outpost chests are also doubled, to attract more players when the chests are about to spawn and increase the incentives for small- to mid-scale fights over Castle Outposts. All these changes are meant to create more continuous action throughout the day, instead of only a focus on big CTAs.

World Bosses and Static Dungeons

While we are happy that players have started to play this content more, we might have pushed players too much into monotonous activities, especially with the fast respawn timer of world bosses. Therefore we are changing their respawn rate from every 60 minutes to once every 120 minutes (on every uneven hour, i.e. 1 UTC, 3 UTC, etc.).

The Season Point generation from mobs will now also follow the same flattened curve between “Outer Circle” and “Inner Circle” as the territories and castles.

Siphoning Mages

We doubled the fame of Siphoning Mages, to make mage raiding a bit more rewarding for the individual player and not only the player’s guild.

Safety from Instances in the Open World

To prevent any ways of a guaranteed retreat option into the Hideout we will reduce the range of shield bubbles when leaving an open world instance. Now when leaving any kind of dungeon, Hellgates, Corrupted Dungeons and Roads Portals, the shield bubble will only have a 20m radius. The very long range shield bubble will now only be available for the main entrances to a cluster.


To reduce the effectiveness of trying to stack as many players into the cluster queue as possible we adjusted the Disarray curve to be much steeper, which especially makes a difference in groups of 100+.

Castle Layout

The narrow bridges leading to the castle gates in the forest biome will be widened, to give the attacker more space to breach through the doors.

A staircase has been added to get onto the outer wall in the Lord’s room for castles in all biomes. This gives the defenders a better chance to spread out, once the attacker is at the last gate.

20v20 Crystal League

Currently the attendance for Level 2 and Level 3 matches is very low. That is why we will consolidate these two levels. Level 1 and 2 matches will happen daily, and Level 3 matches will be twice a week. The daily Level 2 match will keep the same rewards as the current Level 3 matches. Level 3 Tokens can’t be purchased anymore and the Level 3 match rewards will be somewhat between current Level 3 and Level 4 rewards.

All these changes are intended to go live in the next Off Season, before the start of Season 13. For further details and the thinking behind these changes, please see this forum post:…nges-for-Guild-Season-13/