Roads of Avalon: how they work, how to enter and what to expect
What the Roads of Avalon are, how to read the portals, the PvP risks, the rewards and how to prepare.
Updated October 2026
What the Roads of Avalon are
The Roads of Avalon are temporary networks of magical paths that connect zones of the world. They were designed to give solo players, duos and small groups an alternative to the Black Zones, which are usually full of big guilds.
The most important point: the Roads are always Black Zones. If you die to another player, you lose everything you carry, even if you entered through a Blue or Yellow Zone.
How to enter
Entrances are Avalonian portals that appear randomly anywhere in Albion and last a few hours. They are marked on the minimap and the region map. Each portal has a limited number of charges: every crossing uses one (a 7-charge portal lets 7 crossings through) and charges regenerate over time. A portal with no charges fades from the map until it recharges. If you leave through the same portal you entered, you only pay for the entry. Portals last a few hours and then close, and the Road forces you to find another exit.
You must remove your faction flag before entering. Brecilien also has an unstable portal, one-way only, that takes you to a random Road.
How to read a portal
Each portal has three rings that tell you where it goes:
- Inner ring: the group size the portal accepts: 2 players (green portals), 7 players (blue) or 20 players (gold).
- Middle ring: the maximum resource tier of the destination zone, from 4 to 8.
- Outer ring: the kind of destination. If the portal leaves the Roads, it shows the zone color (blue, yellow, red or black); if it leads to another Road, it shows the Road type.
Any Road tier can have resources of any tier, but the higher ones are much more likely on higher-tier Roads. The rings take a few seconds to align when you approach the portal, and the charges remaining show on the portal itself.
Zone types inside the Roads
Inside the Roads you find several kinds of zone, recognizable by the portals' outer ring:
- Junction: the most common type, with exit portals and portals to other Roads.
- Corridor: a simple layout with few portals to other Roads, and it can be a dead end.
- Sanctuary: at most one portal to another Road, and more resources, monsters and Avalonian dungeons. It is the hardest to find.
- Rest: at most one portal to another Road, and where guilds can place a hideout. They sit between the continents.
- Golden zone: it can have several portals, golden chests and golden group dungeons. It is the second hardest to find.
A Road's layout does not always match what the ring indicates, so check when you arrive. The Avalonian Codex, in the game, helps you decode the portals.
Dangers
The biggest risk is PvP: the Roads are patrolled by players hunting for prey, in small groups. Since they are Black Zones, you lose the gear you carry when you die, and a player can always show up behind you.
There are special exit rules: you cannot log out inside the Roads (you must leave them or use Journey Back). If you close the game in there, your character stays vulnerable for a while and is then removed from the Roads, with durability damage and a partial loss of stacked items. When a connection is about to close, the game warns you.
Rewards
The Roads have nearly everything the Black Zones have, and some exclusive things:
- Avalonian chests behind monster camps. They open when enough monsters die, not all of them. There are chests for solos and duos and for bigger groups, and the harder ones have better contents.
- Resources of all five types, from tier 4 to 8, with less competition. Old elementals give far more resources than a normal node, but are harder to kill.
- High combat fame.
- Power Cores for guild hideouts.
- Avalonian dungeons and, for large groups, raids.
Each chest's color and group size change with patches, so check in the game.
Hideouts in the Roads
Guilds can build hideouts in the Roads, in Rest zones. Any guild can declare an attack on a hideout in the Roads, and the hideout gets the zone's crafting bonuses, which show on the map. For a solo player or small group, this is one more reason to go carefully.
What build to bring
For the Roads you want a build with mobility and escapes, to get out of ambushes and cover ground quickly, and some healing if you go to chest camps. On Builds Forge, check the instanced PvP builds with the Roads of Avalon activity, and the Meta Builds for Solo and Small-scale.
Bring only gear you can lose. As in any Black Zone, never carry more than you are willing to see disappear.
Step by step for the first time
- Make sure you can afford to lose the gear you carry.
- Remove your faction flag.
- Find a portal on the minimap and read the rings: group and tier.
- Prefer the lowest tier that interests you.
- Once in, look for the exits before getting into fights.
- Don't leave the game open and unattended in there.
Common mistakes
- Thinking that, because you entered through a Yellow Zone, you are protected.
- Entering a big portal without a group for its size.
- Finding the exits too late and watching the connection close.
- Logging out inside the Roads.
- Carrying expensive gear without an escape plan.
What to check in the game
The Roads have changed a lot since 2020, so check:
- Each portal's charges and recharge time.
- The chests' colors and group sizes.
- The tier each origin zone takes you to.
- The exit rules and the loss rules on death.
Keep exploring
- Albion Online beginner's guide: what to do after the tutorial
- The Albion Online Destiny Board: how it works and what to invest in
- Albion Online personal island: what it's for and how to start
- Albion Online Premium and focus: what they give and if it's worth it
- Albion Online mounts: speed, capacity and which one to pick
- How to make silver in Albion Online: the main paths
- Albion Online gathering guide: resources, tools and safety
- How to gain fame in Albion Online: the best methods
- Albion Online royal cities and refining bonuses
- Albion Online zones: blue, yellow, red and black
- Faction Warfare in Albion Online: how to join, points and what to expect
- The Mists in Albion Online: how to enter, risks and rewards
- Hellgates and Corrupted Dungeons: how they work and how to start
- Ancient Lands in Albion Online: portals, risk and rewards
- How to pick the right build for your content
- ZvZ in Albion Online: roles, organization and rules for newcomers
- Albion Online skills: Q, W, E, D, R, F and passive
- PvE and instanced PvP builds: why they have no win rate
- How we calculate builds and win rate
- Albion Online crafting and refining: how it works and how to profit
- How to save silver: tiers, enchantments and the budget version
- Market flipping in Albion Online: the basics
- The Black Market: how it works and when it pays off
- Common flipping mistakes (and how to avoid them)
- Albion Online cargo transport: how to arrive without losing it all