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Roads of Avalon: how to read a zone before you enter
The Roads are a network of zones that connect to each other through portals. Every zone has a name that encodes its layout and its guaranteed content, and a set of counts that say what is inside. Learning to read both takes ten minutes and saves a lot of wasted portalling.
2 min readReviewed October 27, 2026RaidQuest
A road zone is not random. Its name is built from a root that identifies the layout family and a suffix that identifies the kind of content the zone guarantees at least once. Two zones with the same root have the same shape: the corridors, the rooms and the portal positions repeat, rotated or mirrored. That is why the same route can be memorised once and used in every zone of its family.
The name: layout first, content second
- The first letter is the layout family. Every zone starting with the same letter has the same map shape.
- The suffix points at the content that the zone guarantees: chests, resource nodes or dungeon entrances.
- Tier is not in the name: it is in the zone itself, and it decides both the loot and how lethal the zone is.
In practice, when a group is looking for a route, it does not search all the roads: it picks a family it already knows, then looks for the tier and the content it wants inside that family. That is how a route you half-remember stops being a gamble.
The counts on the zone page
Each zone page shows how many green and blue chests, how many resource nodes of each type and how many solo or group dungeon entrances were recorded there. Those numbers come from a census of the roads, not from the game's API —Albion does not publish zone contents— so they are a survey: useful to compare zones, not a guarantee that a chest is up right now.
Tier, danger and what you carry
Tier decides the rewards and the risk. Low-tier roads are where you learn the layout and where gank groups farm the careless; high-tier roads pay better and punish a wrong portal with a full set. The practical rule is boring and it works: carry what you can lose in the tier you are entering, and decide the exit before you take the first portal.
Using the map list
The section is ordered so you can go from the general to the specific: filter by tier, open a zone, read its family and its counts, and jump from there to the other zones with the same layout. If a zone has no board artwork yet, the page says so —the counts are still there, and the map is simply pending a survey.
Everything on these pages is a recorded fact: tiers, layout letters, rest zones and counts. There are deliberately no “value scores” invented by us, because a number that mixes loot, danger and distance ends up meaning nothing. What you get is what was counted.





