The colour of a zone 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 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, gear kept |
| Yellow | Players flagged hostile, and enemy factions | Knockdown, gear kept, some durability lost |
| Orange | Everyone in the instance | You keep equipped gear and lose your inventory |
| Red | Players flagged hostile, and enemy factions | Full loot: gear and bags drop |
| Black | Everyone outside your party, guild and alliance | Full loot |
The Royal Continent holds the blue, yellow and red zones around the Royal Cities. The Outlands are all black. Orange rules exist only in instances: the Depths and the Ancient Lands opened from yellow zones.



