Players can now fight their own guild and alliance members in Hellgates when they appear in an enemy party
Yellow Zone 5v5 Hellgates have been adjusted as follows:
Fame Factor: 1.5 → 2.5
Loot Factor: 1.75 → 2.25
Silver Factor: 1.75 → 2.25
Improved the loot table for the Hellgate Boss, so that it now drops better loot on average
Fixed a loot table bug for chests in black and red zone 2v2 Hellgates - their rewards were sometimes much higher than intended, and should now be in line with comparable Hellgates
To prevent solo and duo farming, gatekeepers for 5v5 Hellgates (red and black zones) now use a new spell ("Disembowel") when aggro'd by 3 or fewer people
Daily Season Points Adjustments
The daily season points earned for Outlands territories has been adjusted as follows (the cost of placing mages, as well as the energy they drop, has also been updated accordingly):
Mercia: 384 → 336 (-12.5%)
Cumbria: 288 → 288 (no change)
Anglia: 192 → 240 (+25%)
Mount/Dismount Audio
To cut down on unnecessary noise in cities, mount/dismount sounds are now only audible to the player performing them within city limits (as these sounds are an important element of PvP, they will remain audible to all players in the open world)
Faction Warfare Preparation
As a teaser for the upcoming content update, builder NPCs have begun constructing faction headquarters in each of the Royal cities
GvG Updates
Added soft item power cap to red zone GvGs (Item Power = 800 / Scaling Factor = 0.2, meaning everything above IP 800 will be scaled down to 20% of its normal power)
To prevent furniture from being used as a blockade during GvGs, outdoor furniture is now hidden during GvG matches, and new furniture cannot be placed during matches
Balancing Changes
Arcane Staffs
Time Corridor (Occult Staff)
Now also boosts attack speed of allies inside the area
Removed the Damage Over Time effect
Axes
Rending Bleed Stacks (all axes)
Healing Reduction: 10% → 7%
Tear Apart (Halberd)
Instant Damage: 144.60 → 137.37
Bows
Deadly Shot (all bows)
Removed the Cast Speed Increase
It now reduces enemy resistances (stacks up to 3 times)
Damage: 81.43 → 86.52
Cast Range: 11m → 13m
Multishot (all bows)
Range: 11m → 12m
Cursed Staffs
Haunting Screams (Cursed Skull)
No longer requires Line of Sight
Daggers
Sunder Armor (all daggers)
Armor Reduction vs mobs: 0.04 → 0.06
Fire Staffs
Flame Tornado (Blazing Staff)
Damage vs Mobs: 47.23 → 43.45
Frost Staffs
Frost Bomb (all Frost Staffs)
Hit Delay: 2s → 1.6s
Frost Nova (all Frost Staffs)
Hit Delay: 0.2s → 0s
Now completely freezes enemies (Frozen enemies can't attack or cast)
Freeze Duration: 2.44s → 1.26s
Avalanche (Hoarfrost Staff)
Cast Time: 1s → 0.7s
Frozen Hell (Icicle Staff)
Cast Time: 1s → 0s
Standtime: 0.2s → 0.4s
Ice Crystal (Permafrost Prism)
Damage vs mobs: 184.69 → 253.70
Holy Staffs
Holy Explosion (Great Holy Staff)
Heal per Tick: 34.75 → 40.67
Holy Touch (Lifetouch Staff)
Cast Range: 3m → 6m
Can now be cast even when silenced / stunned
Salvation (Fallen Staff)
Delay after Cast: 3s → 2s
Energy Cost: 24 → 18
Holy Orb (Redemption Staff)
The orb now always heals for the same amount, no matter the distance
Min Heal: 66.36 → 144.79
Max Heal: 225.63 → 144.79
Projectile Speed: 14.67m/s → 11.00m/s
Cooldown: 10s → 15s
Nature Staffs
Hit & Run (passive)
Spells to trigger the effect: 4 → 6
Poison Thorns (all Nature Staffs)
Number of Ticks: 10 → 7
Damage per Tick: 11.94 → 12.83
Spirit Animal (Rampant Staff)
Spell has been reworked, and no longer stacks up over time.
Instead, the healing strength depends on the number of allies inside the area of each tick.
It also can’t be purged anymore.
Quarterstaffs
Cartwheel (all Quarterstaffs)
Cooldown: 5s → 6s
Forceful Swing (all Quarterstaffs)
Auto Attack Damage Reduction vs mobs: 30% → 50%
Radius: 5m → 6m
Mystic Rocks (Staff of Balance)
Energy Cost: 0 → 20% of max energy
Slow Strength: 60% → 50%
Hurricane (Iron-clad Staff)
Knockback Distance: 1.91m → 5m
Spears
Cripple (all spears)
Cooldown: 15s → 20s
Reckless Charge (Spear)
Range: 13m → 11m
Enemy airborne duration: 0.6s → 0.5s
Damage: 235.06 → 198.90
Helmets
Energy Regain (all helmets)
Channel Duration: 7s → 10s
Energy per tick: 7.10 → 8.10
Force Field (Cloth Cowls)
Radius: 5m → 6m
Knockback Distance: 11.67 → 14.22
Energy Shield (Scholar Cowl)
Physical Resistance: 0.16 → 0.38
Magic Resistance: 0.16 → 0.10
Perpetual Energy (Royal Cowl)
Duration: 10s → 15s
Mortal Agony (Stalker Hood)
Armor Reduction: 0.54 → 0.50
Electric Discharge (Judicator Helmet)
Cast Time: 0s → 1.2s
Hit Delay: 0.6s → 0s
Armors
Speed Caster (Scholar Robe)
Energy Cost Reduction: 40% → 70%
Obsessive Burst (Druid Robe)
Damage and Heal Power Increase per Stack: 8% → 7%
Self Ignition (Specter Jacket)
Can't be purged anymore
Fury (Soldier Armor)
Increased CC Duration per stack: 10% → 6%
Force Shield (Judicator Armor)
Healing Received Increase: 50% → 35%
Shoes
Focused Run (Scholar Sandals)
Move Speed Increase: 60% → 100%
Defenseless Rush (Royal Sandals)
It is now a toggle spell and can't be purged
It no longer reduces resistance by a flat value - instead, while active, the caster's damage taken is increased by 15%
Max Duration: 5s → 7s
Rotten Ground (Cultist Sandals)
The area no longer deals damage - it instead reduces enemy resistances
Spectral Run (Specter Shoes)
Max Channel Duration: 20s → 16s
Offhands
Offhand scaling reworked: all offhand items now scale in exact relation to item power, i.e. they profit from Destiny Board masteries and item quality bonuses. This is not a straight bonus on top: instead the progression curve has been reworked, so offhand bonus stats should remain at roughly the same values.
Potions
Gigantify Potions
Duration: 10s → 8s
Food
Flattened the progression of Combat-Related Stats on food.
Food Effect Progression (old percent → new percent):
Cleansing any CC effect now grants a 1-second CC immunity
Fixes
Fixed an issue where spells that were simultaneously cast by a player and canceled by another player or mob (via stun, knockback, silence, or other countereffects) were still subject to cooldown time
Fixed a similar issue where the toggle spell button would become stuck if the toggle spell failed due to knockback, silence, or other countereffects
Fixed an issue where the passive skill Weakening could be used without unlocking the corresponding Destiny Board node
Fixed an issue where Desecrate would sometimes fail to inflict DoT on struck enemies
Improved performance of fishing minigame on clients with low FPS
Fixed an issue where ghoul mobs were immune to CC damage while channeling Acid Waste
Fixed an issue for some spells where the graphical spell indicator was bigger than the actual spell effect
Fixed an issue where the combat log sometimes listed the source of an effect as "unknown"
Fixed an issue where DoT effects would keep you in passive combat even when the mob had reset
Improved hit detection for the Claymore charge spell
Cripple now removes the move speed buff for Rotten Ground and Frost Walk
Damage vs. Players and Damage vs. Mobs stats have been removed from Enchanted Facebreaker Shield
[Russian version] Numerous fixes and updates to Russian terminology, particularly related to Destiny Board masteries
Numerous additional graphical, animation, texture, audio, UI, and localization fixes
Albion Online's third GvG Season starts on June 23. To prepare for this occasion, we will release a patch that includes combat balancing changes, updates to siphoned energy and red-zone GvGs, and various quality-of-life improvements. In this Dev Talk, Michael Schwahn, Combat Designer for Albion Online, discusses what's coming with this patch. https://www.youtube.com/watch?v=ZIh8Prk-pGs For a written summary of his talk, click here: https://albiononline.com/en/news/devtalk-season-3-balance-changes
Added specialization nodes for crafting of Bags, Capes, and Demolition Hammers
Having a complete specialization now gives the same amount of focus cost reduction and an increased chance for higher-quality crafting events as crafting similar items
Basic tool crafting node now offers a higher boost to the crafting of all corresponding items
Non-artifact offhand specialization node now offers a higher boost to the crafting of all corresponding offhand items
Offhand combat specializations now offer the same amount of item power when maxed out as other weapon specializations: for example, with T8 dual daggers, average item power is 1360; with T8 one-handed dagger + torch, average item power is now also 1360. (Previously, offhand items granted 40 less item power when maxed out.)
The goal of these changes was to make sure that all items (besides consumables) will have the same degree of bonuses if all nodes have been completely mastered. Of course, the relative amount of fame to achieve this condition will be related to the overall importance of the item.
Mastery level crafting requirements for Bags, Capes, and Demolition Hammers have been updated as follows:
T4: 1 → 1 (unchanged)
T5: 20 → 10
T6: 43 → 30
T7: 64 → 60
T8: 76 → 100
Relic armors have now been added to the overall loot tables, meaning the Black Market will now buy these items and redistribute them to open-world mobs.
Fixes
Dash can now be interrupted by stun and ground effects
Farming achievements now correctly display the actual Fame needed
Fixed an issue where an unlocalized error message would display while rerolling quality of an item
Fixed an issue where the buff during Deflecting Spin would cancel for no reason
Fixed an issue where Wanderlust buff sometimes dropped while stacking up
(iOS) Fixed an issue where audio would drop out unpredictably
(LINUX) Ubuntu 18 is now supported
Numerous additional graphical, texture, audio, animation, UI, and localization fixes
What are referrals? Referrals let you get Gold and item rewards for bringing other players into the game. New players who sign up through links and keys you provide will earn you referral credits.
Overall, there are three types of referrals: 1. Trial Keys 2. Referral links 3. Gifting a pack
How do referrals work? Referrals are credited to the current referral season, each of which has its own unique rewards such as mounts, equipment, and furniture. There are three ways to refer a friend and earn rewards:
1. Send them a Trial Key. As soon as your friend redeems the key, they will count as referred by you. If it’s your first, fifth or 25th referral in this referral season, you will also immediately receive the rewards associated with that. If they later upgrade to a Starter Pack, you will receive the in-game currency for the Trial Key back – and, after 7 days, additional Gold rewards. **You can buy Trial Keys ingame under Settings -> Invite Friends.**
2. Gift them a Starter Pack. As soon as your friend redeems the key, they will count as referred by you. 7 days after the Starter Pack has been redeemed, you will receive your Gold reward – plus additional bonuses, if this was your first, fifth or 25th referral in this season.
3. Send them your referral link. If they then register an account with that link, they will count as referred by you. Seven days after they purchase and redeem a Starter Pack for themselves, you will receive your Gold reward – plus additional bonuses if this was your first, fifth, or 25th referral this season.
For the full details and rules, head to the referral overview page (make sure you're signed in). There you can read more about the process, get your own unique referral link, and check the rewards and timeline for the current season. You can also keep an eye on our News page for updates on the current season's rewards.
Spruce up your desktop with authentic artwork from the world of Albion Online! A few sample images are below - to view the full collection and download hi-res versions, click here: https://albiononline.com/en/news/albion-online-wallpapers
The next major content update for Albion Online, Merlyn, is coming soon. In this Dev Talk, Robin Henkys, Game Director of Albion Online, describes some of the features coming your way:
Today's the day: Albion Online is now available on Steam!
The world of Albion welcomes all, new and veteran players alike, with the Mists of Albion buff. From now until May 23 at 10:00 UTC you'll gain a 25% Fame boost on gathering, crafting, killing monsters, and all other activities. Dive right in and make Albion your home!
And to all new players: join us for an Intro to Albion Livestream, the perfect way to make sure you're up on the basics of the game. Join us on AlbionTV this Wednesday, Thursday and Friday to learn the basics of gathering and crafting, the Albion economy, exploring the open world, and progressing through early-tier leveling. Each day's program will be different, so feel free to tune in for any or all of the broadcasts!
Here's the detailed streaming schedule:
Wednesday 16. May from 20:00 UTC: Introduction to the series; the Day 1 experience with Q&A Thursday 17. May from 18:00 UTC: Weekly GvG Highlights Thursday 17. May from 20:00 UTC: Day 1 recap; the Day 2 experience with Q&A Friday 18. May from 20:00 UTC: Day 1-2 recap; the Day 3 experience with Q&A
Big news: Albion Online will officially launch on Steam on May 16. If you've been waiting for the Steam launch to join the world of Albion, the big day is almost here!
To set the mood, we've released an action-packed new trailer, "Join the Fight". Check it out on the official store page, or watch it on Youtube here: https://www.youtube.com/watch?v=kixfZq_VttA And finally, we're celebrating the Steam launch by giving all players a week-long Fame boost. From May 16-22, all players will get 25% more Fame for all activities in the world of Albion - gathering, crafting, killing mobs, and anything else. The boost is automatic, so get ready to log in and send your Fame levels skyrocketing!
Until then, be sure to follow us and add Albion Online to your wishlist. We'll see you soon in the world of Albion!
Albion Online features a unique classless system in which your stats and abilities are entirely determined by the gear you have equipped. You can freely combine your equipment items to match any situation, going from a cloth-wearing archer to a healer in plate armor to a mage wearing a mixture of all armor types. Experiment with different builds and specializations, and customize your equipment to your preferred playstyle.
Forge Your Own Destiny
Progress in Albion Online is tracked via the Destiny Board, an in-depth visual tool that shows the game's numerous skill paths and their corresponding milestones. As you progress outward through the various paths on the Destiny Board, you'll unlock nodes, each of which grants you access to new skills and specializations along with more powerful tools and equipment. Become a generalist with a vast array of decent skills, or focus on one particular niche to become a legendary specialist. You have the freedom to become whoever you want - as long as you're willing to invest the time and practice.
Classless Character Creation
When you create your character, you will not have to choose any specific playstyle, class, or role. Your character's stats and abilities are entirely defined by the armor and weapons you choose to equip. Each weapon and piece of armor will open up different playstyles in Albion Online, and each new milestone you reach on the Destiny Board will unlock new gear in turn.
Where weapons dictate how you can attack and what type of offensive abilities you have, armor will give different defensive resistances and toughness while also bestowing both passive and active defensive abilities.
Define Your Own Role
When you create your character’s ideal loadout, every single piece of gear matters. Try experimenting with different weapon and armor builds to create your own unique character suited to your playstyle - with hundreds of unique spells, pieces of gear, and weapons, the choice is yours.
The world of Albion is rife with conflict, and as players compete for resources and wealth, they will often find themselves fighting over territories and cities. Fights range in size from two-player duels and small-group engagements to massive battles involving hundreds of players. With numerous open-world raiding objectives such as Guardians, Territories, Castles, and World Bosses, you can your friends will have countless opportunities to claim a piece of Albion for yourselves.
Deep and Engaging Combat
In Albion Online, there are no classes to choose from to restrict your gameplay style. As a player, this offers a great level of freedom in the way you customize your gear, weapons, and ability loadout. Experiment and create your ideal builds, moulding them to different situations and enemies. Albion's classless system brings a new dimension to combat, resulting in engaging PvP battles and requiring smart tactics to outplay your opponents.
Guild Warfare
The world of Albion has various types of ownable land, including territories and major cities. The ownership of cities is determined through intense 20 vs. 20 battles, where team composition and the group strategy of your guild and alliance matters. Smaller 5 vs. 5 MOBA-style battles determine ownership of guild territories, allowing smaller guilds to use smart tactics to carve out their own piece of Albion.
Open-World PvP
Challenge yourself with intense, exhilarating PvP fighting against other players in the open world of Albion. Gear up and use teamwork to send the enemy fleeing from the battlefield! Compete for rare resources, fight roaming bosses, seek out hourly or weekly treasures, or try your luck in a Hellgate. Hellgates mix PvE content with a thrilling dose of PvP, pitting two teams against hellish demons (and each other) with valuable rewards at stake.
Full-Loot PvP
Albion Online uses a rewarding full-loot PvP system, where you, as a player, lose your whole gear set and full inventory upon death in full-loot zones, which are called red and black zones in Albion. The corpse of a killed player can be fully looted by the victor, or by any other player who happens to be nearby. This high-risk, high-reward system brings a thrilling element to open-world encounters, and means that any trip into the game's more dangerous zones, while requiring careful planning, also has the potential to bestow great rewards.