The colour of a zone on the map tells you what you can lose there. Learn the five rules once and most of Albion's risk becomes a choice you make on purpose. Most new players lose their first good set because they rode one zone further than they meant to.
The zones at a glance
| Zone | Who can attack you | If you lose |
|---|---|---|
| Blue | Only enemy faction players, while you are faction-flagged | Knockdown, nothing lost |
| Yellow | Players flagged hostile, and enemy factions | Knockdown and durability damage; your gear and bags stay |
| Orange | Anyone inside the instance | You keep equipped gear (with durability damage) and lose your inventory |
| Red | Players flagged hostile, and enemy factions | Full loot: equipped gear and inventory |
| Black | Everyone except your guild and alliance | Full loot |
The Royal Continent holds the blue, yellow and red zones around the six royal cities. The Outlands are all black. Orange rules apply in instanced content such as the Depths and the yellow-zone Ancient Lands.
Yellow zones
You flag yourself hostile to fight other players. A player who loses is knocked down for a short time (90 seconds since mid-2025) and then gets up with their gear, minus durability. Yellow zones are where to practise PvP for the cost of repairs.
Red zones and reputation
Red zones use the same hostile flag, with full loot on death. Killing a player there costs you a large amount of reputation, so red-zone gankers are making a choice that follows their character around.
For a gatherer or hauler, red zones are the first real risk on the Royal Continent. Every road into Caerleon crosses them.
