Roads of Avalon
A shifting, procedural network of black-zone roads connecting the Royal Continent and Outlands — home to Aspects, Old Elementals, hideouts and Avalonian raids.
Access
- Enter via Avalonian Portals in any T4+ open-world area (the area tier sets the road tier). Unstable Portals in Brecilien and the Mists lead to random destinations.
- Fully DYNAMIC — 'no area is in one place at all times', so no persistent map exists; community tools only map the current session graph.
Portal system (the three-ring Codex)
- Each portal has a lifespan of ~1–10 hours; when one closes another opens (the 'reshuffle').
- Capacity by colour: Blue ≈ 7 charges (small), Yellow ≈ 20 (large, rarer). Each entry spends 1 charge; charges regenerate 1 every ~5 min.
- The three-ring podium reads: OUTER = destination zone colour / road-type (crossroads = multi-portal, dead-end = rare Sanctuary/Aspects, wall = rest/hideout, spikes = raid-boss zone up to 20); MIDDLE = max resource tier (dot count); INNER = party-size capacity (solo-duo / 7 / 20).
- Depth logic: each zone connects roughly to one lower + one higher depth, giving direction rather than pure randomness.
Content & hideouts
- Green/blue/yellow chest camps (kill enough, not all), Aspects and Old Elementals for big T6–T8 resource yields with less competition, plus group/corrupted dungeons and Avalonian raids.
- Hideouts can be placed on Rest roads (Power Cores decay). Good for smaller guilds but vulnerable to zergs; there are no permanent gateways.
Profit & mistakes
- Soloing T6+ green chests plus gathering ≈ several hundred k to ~1M/hr; a rare fresh map can spike far higher. All figures are player estimates.
- Mistakes: getting lost when your entry portal closes; overstaying before banking loot.
