Guild-versus-guild battles, better known as GvGs, are a major part of Albion Online's high-level content. While starting out in guild warfare can seem daunting, the system is far more accessible than you might think. In this new video guide, veteran Albion Online streamer Lewpac walks you through every part of the system, explains GvG terminology and rules, and gives some valuable tips for those looking to make the leap to guild warfare. https://www.youtube.com/watch?v=7VhX4gVkqAU No time to watch the video, or prefer a written guide? Read on for a summary:
1. What is a GvG?
Guild-versus-guild battles (GvGs) are competitive 5v5 team fights that determine ownership of territories in Albion Online. These intense battles usually last between 10-25 minutes, with the winner either claiming a new territory for their guild or defending an already-owned territory that was under attack.
Guilds fight over these territories because they provide benefits to both the guild that holds them and their allies:
Guards and a watchtower will aid you against hostile players within the territory boundaries.
During GvG Seasons, towers will spawn mages that generate season points and energy for your guild.
All territories have a storage chest that both you and your allies can use. You can even set up shared guild tabs for storage or resource donations from gatherers.
Resources that spawn in a territory offer a 50% gathering yield bonus (guilds only, allies do not get this benefit).
Resource towers will also generate a Crystal GvG battle once per day, in which your players can fight for season points, siphoned energy, Tomes and Silver.
Despite GvGs being viewed as an end-game activity, thanks to IP (Item Power) caps (see Section 3 below), there is a type of GvG suitable for every level of play.
2. Launching a GvG
Once you have decided to engage in some GvG action, you will need to launch an attack. There are two main ways to launch a GvG:
Option 1: Warcamps (also called Siege Camps): Situated throughout Albion are warcamps that link to a resource tower in the same zone. Warcamps, like territories, have an active time window that can be viewed in the map UI. Guilds can use warcamps at the appropriate time to declare an attack. They will have to be secured in the open world, often resulting in a ZvZ battle ("zerg -versus-zerg", meaning an open-world battle with large numbers of players on each side), so make sure you bring support if you expect resistance. Once a warcamp is in its active time period, you have the option to launch an attack for the following day, or pacify the camp for 24 hours to prevent an attack from being launched. (This would usually be done if you already own the tower connected to the warcamp.)
Option 2: Guild Territories: Each guild-owned territory is linked to a number of other territories. You can attack any connected enemy territory by selecting it and clicking the attack button. You will then be given the option of where to attack from (if you have more than one potential launch territory), and be informed of the cost and the timeslot the GvG will take place.
Additional Notes:
You will need to pay a Silver cost to launch an attack. This cost is tied to the global discount, so can vary, but expect to pay 3-5 million Silver for a warcamp launch and 1-2 million Silver for a territory launch.
If your team scores at least one point in the GvG, then 90% of the attack cost is refunded. This mechanic exists to prevent scheduling attacks and not showing up ("no-shows") to waste the enemy guild's time.
3. Gearing up for a GvG
Once you have launched an attack and assembled your team, you will need to gear up for the GvG. GvG battles are full-loot so you will need to bring multiple sets of armor and weapons. Most people bring a minimum of 3 sets as you don’t want to run out of equipment mid-fight.
You will need to place the equipment for a GvG in the Battlevault of the territory or warcamp you are defending or attacking from. This is accessed by opening the territory bank and selecting Battlevault from the drop-down menu. REMEMBER: ONLY EQUIPMENT THAT IS IN THE BATTLEVAULT, IN YOUR INVENTORY, OR ACTIVELY EQUIPPED WILL COME WITH YOU INTO A GVG!
You should also be aware of the item power caps for the zone the GvG takes place in, and aim for equipment around that limit.
Item Power Caps:
Yellow Zone = 800 IP, 80% reduction above limit
Red Zone (GvGs only) = 800 IP, 80% reduction above limit
Anglia + Glouvia = 1000 IP, 50% reduction above limit
All of your guild’s GvGs, including Crystal GvGs, will be shown on the upcoming battle list of your guild page in-game (Default hotkey: G). Simply open the correct battle and click ‘join’ to sign up. You can also invite other guildmates or allies to the battle.
NOTE : If you are taking part in a GvG for an allied guild, they will need to manually invite you to the GvG as you will not be able to see their GvG battle list.
Once your team is signed up you will need to be in the correct zone at the time the GvG starts (don’t forget to store your items in the Battlevault). Defenders will need to be in the zone being defended and attackers can be in either the zone they are attacking or the zone they are attacking from. Both teams will then be moved into the appropriate territory, and the edges of the territory will be blocked by a magical barrier to prevent outside interference. Anyone inside the defending territory not taking part in the GvG will be teleported out once the battle begins.
Each team will start on their own side of the map in their tent, next to a chest containing their battlevault equipment. They then have 30 seconds to gear up, eat any desired food, overcharge if needed, and mount up for battle!
Players are invulnerable around their own tent. Take care when fighting near an enemy tent, as it comes equipped with a powerful laser similar to a territory watchtower!
Both teams will then move onto the map to begin fighting and capturing objectives (AKA runestones, which are captured via a channeling spell that takes about 10 seconds). Each team starts with 150 points and the first team to hit zero points loses the GvG.
Points are removed from the enemy team as follows ("rotation" means the minute timer reaches zero):
Killing an enemy: 4 Points
Capturing a stone: 1 Point
Holding 1 more stone than the opponent during a rotation: 10 points
Holding all stones during a rotation: 20 points
Dying in a GvG will drop the equipment you have on the floor which any one still alive can loot. You will then respawn at your tent and be able to re-equip gear. Respawns are quite fast at the start of a battle but the respawn timer increases as the battle goes on.
Cap Point Rotations are scored every minute, so for example if after the first minute of the play you hold 1 cap and the opponent has 2, you will lose 10 points. Therefore, it is important to keep an eye on the time when deciding if you should try and grab cap points. It takes around 10 seconds to fully capture a point and any damage will interrupt the cap.
A GvG battlefield has three capturable runestones spread out across the map. The exact layout depends on the type of territory, and each map type will have different strategies.
A GvG can last up to 25 minutes If this time limit is reached and both teams still have points left, the defending team will be declared the winner.
20v20 City Fight Special Rules
The Royal Cities, as well as Caerleon, are contested in 20v20 battles which are similar to a GvG but have the following rules:
There are 5 capture points instead of 3
Each team begins with 200 points
Kills are worth 1 point instead of 4
You can earn up to 40 points per cap rotation for holding all the points
5. Counter-attacks and Retaliations
There are a couple of GvG mechanics that you should become familiar with before getting involved in launching attacks and fighting GvGs:
Counter-attacks: these are automatic attacks that are triggered when a defending team wins with more than 100 points remaining and the attack originated from a territory, not a warcamp. Counter-attacks take place in the half hour slot right after a GvG (e.g. a counter-attack from a 16:00 GvG would take place at 16:30). This attack does not cost anything and cannot be re-countered, so it's essentially a ‘free’ attack as a reward for a strong defense.
Retaliations: If your guild loses a territory but still holds a territory adjacent to the one lost, you have a 30 minute window of time after the GvG ends in which you can launch a retaliation attack. Retaliations take place on the following hour (e.g. a retaliation on a GvG lost at 16:00 would take place at 17:00). Guilds have to pay the normal attack fee to launch a retaliation, and unsuccessful retaliations CAN be countered.
6. What happens when you lose a GvG?
Upon losing an attack, you and your team will be removed from the territory and placed at one of the exits to the zone with any equipment you have equipped. Items in your battle vault will remain there until collected from the territory or warcamp you attacked from.
If you lose a defense, you will also generally lose access to the tower your gear is stored in (with the exception of a home plot fight). This means that when a team feels they are losing a defense for sure, they need to lift out all of their gear from the battle vault to prevent it being ‘locked’. This is why you will often see defense teams giving up the match earlier than an attacking team would. If you fail to lift your gear you will be unable to access it again until either you or an ally retakes the territory. As with attacks, after losing you will be teleported from the territory to a random exit with all your equipment on you.
Many players log off before the end of a GvG to avoid being killed with all their equipment after a loss.
NOTE: If you lose a GvG but your guild owns another territory in the same zone, you will be ported there instead of a random exit. Note that you can still be killed in your own territory (with the exception of inside a home plot), so take care.
7. GvG Lockout System
The GvG lock system exists to prevent one powerful team fighting all across Albion on the span of one single day.
Once you have taken part in a GvG, regardless of whether it was an attack or defense, you will then be ‘locked’ to that territory for 24 hours from the time the GvG ended. During this period you will be unable to fight any GvGs with this character EXCEPT ones that take place in the territory you are locked to or the territories immediately connected to it.
In the above example, a character is locked to Territory A after doing a GvG. For the next 24 hours, that character can only fight in Territories A (the locked territory), B and C (because they are directly connected). It is also possible to fight in an attack launched out of B or C during the lock, so D and E are also attackable. However, the character would not be able to fight a defense in D or E, as these are not directly connected.
The only exception to this is if you take part in a defense and win without losing a single point (150-0) you will not be locked. This would only generally happen in the event of an attacker not showing up or a massive difference in team skill levels or gear. However, attacking a territory will always lock you, even if no defenders show up.
8. Training for GvGs
There are a number of ways upcoming teams can practice for GvG matches. The most common way is the use of the scrim mechanic (officially called "GvG Training Battles"), which allows players to initiate an instanced 5v5 GvG match without full loot rules.
The command to initiate a match is “/cm <EnemyPlayerName> <Map>” (brackets are there to indicate that these are placeholders, and should not be used when actually typing an invite).
<EnemyPlayerName> can be any member of the opponent's party (they must have a party of 5 to begin).
<Map> is the map you wish to fight on. Current map options are as follows:
resources (Highlands, Swamp and Forest Biomes)
resources2 (Mountain and Steppe Biomes)
farmland
homeplot
arena
So for example, type ‘/cm Lewpac farmland’ to challenge Lewpac’s group to a farm scrim.
Generally scrims are considered the best way to practice for GvGs, though due to the non-full-loot aspect some teams will play differently from how they might in a real GvG.
Teams also use full-loot 5v5 Hellgates as a place to hone their skills. Although there is no objective capturing in Hellgates, it is still a decent place to practice team fighting under pressure. There are mobs that can interfere with fights, so be sure to keep an eye on your surroundings.
Finally, the Arena offers a 5v5 battle experience for new teams in a non-full-loot environment, with a very low IP cap. The Arena is fine for learning the basics of PvP, but as to the objectives, points, and layout are different from those in GvGs they are not recommended as a long term practice solution.
9. GvG Seasons
Albion's guild-vs-guild conflicts are divided into seasons. Each season a winner is declared, and guilds are rewarded based on their final standings. Seasons last approximately 3 months. Our next guide will take a more in-depth look at seasons in Albion Online, so stay tuned...
Regal rewards are yours for the taking! For the entire month of June, take the Knight Challenge to collect limited-time rewards. Earn points for open-world activities, unlock chests to get valuable loot, and claim an exclusive mount, avatar border, and furniture items.
NEW MOUNT: This month's Challenge introduces the Giant Horse, a noble mount with a combination speed boost / immunity spell that leaves foes in the dust. Ride fearlessly into the wilds of Albion on the back of this mighty steed!
NEW AVATAR BORDER: Adventurers who rack up enough total Challenge Points will also earn the Knight Challenge avatar border, a bold, plate-armor-themed ring that will give your avatar an aura of nobility. This non-tradable item permanently unlocks this avatar border for one character.
SEASONAL SPECIALS: All month long, reach weekly goals to unlock Knight Challenge chests. In addition to valuable rewards like Adventurer's Tomes and Silver, you'll also have a chance to unlock knight-themed furniture like the Stone Throne, Round Table, Knight Statue, and Regal Carpet.
As always, you can earn Challenge Points by gathering, fishing, farming, and killing monsters. Points count simultaneously toward a daily bonus, a weekly unlockable chest, and the monthly mount / avatar ring reward. So log in, head out into the open world, gather points, and claim these exclusive rewards while they last!
Claim a Sand Salamander in the New Referral Season
A new referral season starts today! Refer your friends to Albion Online and get three fantastic rewards: the Recruiter's Sarcophagus Chest, the Recruiter's Pile of Tomes (worth a total 100,000 Fame), and the Recruiter's Sand Salamander.
The current referral season lasts until maintenance on July 1, so you've got until then to refer your friends and claim your Sand Salamander. As a reminder, with the shift to free-to-play the referral system has been streamlined and simplified:
How to Earn Seasonal Referral Rewards
Send your referral link, which you can find here, to a friend. (You must be logged into your account on the website to view this page.)
Your friend registers an account and starts playing Albion Online (preferably along with you!).
The first time your friend purchases at least 30 days of Premium, they will trigger a reward for you.
Yes, we said rewards:
For each friend you refer through this system in a given referral season, you earn one "point".
For your first, third, and fifth points within a season, you will earn an item reward. For the current rewards and your progress, please check the referral overview page.
Additionally, you will receive a reward of 500 Gold for each referral made this way. (As with item rewards, Gold rewards are limited to once per referred account.) This reward is delivered to your account seven days after the respective Premium purchase was made.
On top of that, for your very first referral ever, you'll receive a T8 Recruiter's Pile of Tomes, worth a whopping 200,000 Fame.
I'm here to update you on the state of the ongoing connection issues, the latency and sudden disconnects we're experiencing. Sadly, we have not yet found a solution, though it is not for a lack of trying. We've provided all information we have to our hosting partners and have been at their side the whole time, but so far we have no solution for the ongoing issues.
From here we're doing three things:
We'll continue to work on these issues with our current partners.
We're looking into how to best compensate all players for the ongoing disruptions of gameplay. Any compensation will be announced and handed out AFTER the issues are resolved, however - since we want to ensure we find an appropriate compensation for the time period in which the problems persisted.
We're actively looking into hosting alternatives and other partners to better deal with these problems in the future. The difficulty we're facing here is that many hosting companies are not too concerned with short term disruptions (as they typically deal with websites that can easily function with temporary connection issues), and fail to understand how crucial a continuous network connection is for a game service as ours. The other challenge here is that moving the entire infrastructure to a different partner is no simple feat and it has to be done carefully and correctly. Despite this, we've already found some potential partners, but this is more of a mid-term solution. That said, the work we’re putting in now will help us to be better prepared for similar attacks in the future.
I will keep you posted and updated on further developments. We’re not satisfied until we can announce we’ve successfully dealt with this type of attack for good.
Chests in Randomized Dungeons are now loot-protected for the character or party that dealt the most damage to the last mob guarding the chest. Note that flagged characters who are hostile toward the character/party that killed the last mob can circumvent this loot protection and open the chest.
Invulnerability in Underway and Passageways
The invulnerability bubble in the Underway and all other passageways now behaves as in other open-world zones (expires after 30 seconds or after moving 150 meters). Previously, these areas were classified as dungeons, meaning the buff would expire after 15 seconds or after moving 10 meters.
Other Changes
Potions can now be used while silenced
Stacked furniture items now use the ground level as reference, rather than the level of the item below them - this may affect the way some furniture items appear when placed on top of each other
Loot tables for Lesser Hellgates in blue zones have been adjusted to follow the same setup as other Hellgates :
⅓ of the previous drop chance for fragments (Runes, Souls, Relics)
5x the previous drop chance for artifacts
2x the previous drop chance for faction cape tokens
Fixes
Fixed an issue where the loot chest UI would appear empty if the chest was reopened after loot protection expired
Cooldowns for self-buffs are now bound to the item that triggered them as intended
Improved tooltips for Whirlwind, Holy Touch, and Tear Apart
Fixed an issue where the "Tourist" achievement could not be completed
Keeper Taproots now give progress towards Imbuer's Journals as intended
Fixed an issue where moved items disappeared in battlevaults during GvGs if character opened battlevault in the GvG cluster before the fight began
Debuff of Deadly Shot (Warbow) can now be stacked on a single target by multiple casters as intended
Fixed an issue where casting Freezing Wind with default mouse controls moved the caster toward the spell
Fixed an issue where all tiers of Hellish Sicklehead had the T5 description
Additional minor worldmap, UI, terrain, and localization fixes
Viewers of AlbionTV know Shozen as one of the game's most prolific and experienced casters, who (along with his co-host Lewpac) has covered Albion's GvG scene for years. Beginning on May 20, he'll be joining Bogul (a fellow Albion expert, currently in charge of the Albion Online Wiki) for the AO Daily Show, a daily rundown of all things Albion that focuses on a broad range of topics. We talked to him about his history as a caster, his new show, and the current state of the game.
Tell us a bit about your background. How did you get into streaming?
I've worked in video games and entertainment for most of my life. A little over two years ago while on a break, Bogul approached me about creating an Albion Online news show. At the time I was enjoying Albion Online a lot and wanted to do something, anything to make the game better. After a couple months of prep, Albion Informer was born – to this day the greatest Albion Online podcast ever produced in English. After about six months we were no longer able to find the time necessary to keep Albion Informer alive.
Evoque, knowing AI was ending, asked me to join the AlbionTV team and I happily accepted. After a rocky start, AlbionTV found its footing and we have continued to grow for the last year. Now with the success of not only AlbionTV but also the game itself, we have the opportunity to revive Albion Informer as the AO Daily Show.
The inaugural episodes of the new show launch this week. What's the show all about?
The players. While each day we will be discussing official and unofficial news, recent and upcoming GvGs, alliance and guild changes, and gameplay, the show is fundamentally about the players and their stories. All the news, drama, and in-depth analysis is there for one reason: to give us an excuse to talk about the players that make up this crazy world of Albion Online.
What topics are you starting out with for the show? What topics do you hope to cover in the future?
As we do the groundwork of establishing the show, we'll often give spotlights to players. As we get further into it, we’ll get more into mechanics and do feature highlights, but early on we want to focus on the players and tell their stories. This week we’ll start off by doing spotlights on some of the most prominent Twitch streamers and content creators.
How have the game and community changed since you started hosting AlbionTV?
For starters, it got much bigger. For about the last year both the game population and our audience have been growing and they're really in a good place now.
Aside from the population changes, I just recently looked back at our launch week shows and I was shocked at how few GvGs there used to be. I was amazed at how Crystal Realm Battles and practice GvGs have now enabled more and more players to engage with the GvG process, and as a result the amount of highly competitive teams has increased a lot. That's what has changed the most.
What is your take on the state of the game since the free-to-play launch? Where do you see the game going in the future?
I’m excited to see a new audience play a more polished version of Albion. When Albion launched, it was not the same game as it is today. It's just plain better; the meta is much more diverse. I feel like I say this every month, but i think it's true.
The game has gotten new features at a good rate, and the majority have been well received. The last few patches have done a fantastic job of adding some of the most requested quality-of-life features, and it's made for a more enjoyable experience. I’m happy to be a part of that.
Do you have a favorite memory from your time hosting AlbionTV?
During one of the early invasions, two guild leaders met in the middle of a massive ZvZ with literally hundreds of players. They faced off in the middle of a bridge, and it seemed like their guilds made room for them to fight 1v1 amidst a massive zerg. It was a true "Clash of Titans" moment.
Catch the AO Daily Show Monday-Friday at 12:00 UTC on AlbionTV[/u], and be sure to subscribe to the new AlbionTV Youtube Channelto keep up on past episodes.[/i]
In the first Dev Talk since Albion's free-to-play launch, Robin Henkys, Game Director of Albion Online, looks back on the last few weeks and offers a special greeting to those who have just joined the game. He then discusses the changes that the Oberon Midseason Patch will bring to Albion, and gives a preview of what's coming with the Percival update.
No time to watch the video? Read on for a summary of his talk:
What this talk covers
Albion since the F2P launch
The Oberon Midseason Patch
Next steps for Albion
Albion since the F2P launch
First off, we want to thank all of you for making the free-to-play release of Albion a huge success! Since the release, Albion has increased its player count by a factor of more than 10. The game currently rivals some of the bigger MMORPGs out there in terms of concurrent players, with all of them in one coherent world.
The last four weeks have been a blur for us: we’ve been rushing from fixing initially widespread (but thankfully short-lived) network problems to dealing with large fight performance issues, marketplace overloads, and various other problems. Ultimately, we're thankful for these issues, because they attest to the success of this iteration of Albion.
We’re now in the final stages of dealing with the large fight performance problem and we feel we’re ready for the second reset reset day of the season. We can’t wait to see the massive battles which will ensue with all the new players joining the fray!
The Oberon Midseason Patch
And this brings us to where we are now: Oberon Patch 5, otherwise known as the Oberon Midseason Patch. As usual, this patch contains a number of balance changes and improvements, as well as a new Favorite Island feature, which has long been our most requested quality-of-life improvement.
Most importantly, this patch contains Albion’s first major land expansion since its release in 2017. Some of you may be skeptical about increasing land size due to your experience in Beta 2, but we can assure you that Albion has never ever had remotely this many players - and if these players are going to make a home in the world of Albion, they'll need a place to live.
This is why the Midseason Patch introduces three new Outland sections, whose territories will become claimable during the regular reset times on the second Invasion day of Season 6 (May 18).
These territories and any activities in the new Outland section will not contribute any points to guilds competing in Season 6. Instead, they are an ideal space for new guilds and alliances to familiarize with Albion’s guild vs. guild mechanics and prepare themselves for the launch of Season 7 as the established guilds fight out the rest of Season 6!
Next steps for Albion
With the free-to-play rush and the Midseason Patch behind us, we’re now focusing entirely on the development of the Percival update and the roadmap we announced with the release of the last major update. Work on the solo versions of the Randomized Dungeons is progressing nicely and we’ll also soon be ready to talk more about the various improvements to character customisation and vanity options we’re working on.
That's all for today - stay tuned for more Dev Talks coming in a few weeks, best of luck during the next Invasion Day, and stay safe out there on the roads of Albion!
Three major new Outland regions have been added to the world of Albion: Siluria (equivalent in size and value to Cumbria) and West and East Glouvia (equivalent in size and value to West and East Anglia, respectively). While these regions will be claimable during the next Invasion Day (May 18), and will generate siphoned energy and spawn loot chests, they will not contribute season points to the current (sixth) GvG season. They will begin generating season points as normal at the beginning of Season 7.
In conjunction with this expansion and the redistribution of Outlands portals, Energy Manipulator NPCs have been added close to the Realmgate in each of the Royal Cities.
For more on these changes and a list of portal/city connections for each region, click here.
Portal Binding Reset
Players can now remove their portal binding (i.e. the lock to a particular city's Outlands portal) once every 30 days. This allows some flexibility with portal locks, while ensuring it only occurs for important reasons (guild moves, major strategic changes, urgent access to a new territory, etc.). The option of switching city bindings by traveling across the Outlands to a different-colored portal remains in effect.
Siege Camp Changes
With the release of this update, the connections for the Siege Camps in No Respite and Carpet of Bones will be switched from Caerleon to Martlock and Thetford, respectively. The newly introduced Siege Camps in Desecrated Sands, Torn Earth and Badbury Bog will be connected to the remaining Royal Cities. This change should make it significantly easier to compete for control of the Royal Cities.
Favorite Islands List
By popular demand, players can now set certain islands as favorites in the Travel Planner UI, making them easily accessible without searching.
New Caerleon Marketplace Cluster
To reduce overcrowding, a second Marketplace cluster has been added to Caerleon, accessed by walking directly south from within the Bank of Caerleon. Both clusters give access to the same Marketplace, including all for-sale items, buy orders, sell orders, and purchased goods, and can be used interchangeably.
Changes and Improvements
Adjusted Hellgate spawn settings to compensate for the Outlands expansion:
Spawn waves now produce more Hellgates throughout the world (50 → 80)
Hellgate Guardian mobs no longer despawn after 29 minutes, and instead remain in place indefinitely
2v2 Greater Hellgates now spawn only in odd-tier red and black zones (i.e. T3,T5,T7)
5v5 Greater Hellgates now spawn only in even-tier red and black zones (i.e. T4,T6,T8)
Optimized overhead text messages (damage numbers, etc.) for better overall performance during large fights
Silver dropped by players upon knockdown is now hard-capped at 700 Silver per item (this should only affect high-end gear)
Reduced objective item value of Arena Sigils from 64 to 6 to decrease repair costs for crafted Arena items
Updated animation for Artifact Foundry NPC
Removed gallop sounds in cities
Adjusted and polished sounds for all Sword, Bow, and Crossbow spells according to their intensity and fixed several missing sounds
Rites of Spring items have been removed from the Vanity Merchant
Combat Balance Changes
Arcane Staffs
Time Freeze (Great Arcane Staff):
Freeze Duration: 3s → 4s
Cooldown 1200 IP: 34s → 30s
Cooldown 1700 IP: 30s → 26s
Axes
Life Leech (Passive):
Heal per Attack: 5.10 → 6.10
Bows
Poisoned Arrow (all Bows):
Range: 11m → 13m
Speedshot (all Bows):
Range: 11m → 13m
Crossbows
Auto Fire (all Crossbows):
Damage per Tick: 37.00 → 30.00
Explosion Damage: 89.00 → 82.00
Cursed Staffs
Cataclysm (Damnation Staff):
Damage: 120 → 160
Debuff Duration: 8s → 6s
Cast Range: 10m → 12m
Cooldown: 45s → 30s
Daggers
Life Leech (Passive):
Heal per Attack: 3.73 → 4.50
Fire Staffs
Flame Tornado (Blazing Staff):
Tick Damage vs Players: 51.00 → 60.00
Frost Staffs
Freezing Wind (one-handed Frost Staff):
Damage: 160 → 174
Standtime: 0.6s → 0.2s
Root Duration: 1.57s → 2.00s
Ice Storm (Glacial Staff):
Damage vs Mobs: 16.70 → 20.00
Damage vs Players: 35.00 → 45.00
Ice Crystal (Permafrost Prism):
Cooldown: 45s → 30s
Hammers
Iron Breaker: (all Hammers):
Hit Delay: 0.5s → 0.4s
Standtime: 0.6s → 0.5s
Resistance Reduction: 0.12 → 0.15
Ground Breaker (Polehammer):
Stun Area Width: 1.5m → 2m
Life Leech (Passive):
Heal per Attack: 5.86 → 7.00
Maces
Threatening Smash (all Maces):
Hit Delay: 0.6s → 0.5s
Standtime: 0.7s → 0.6s
Vendetta (Camlann Mace):
Now also stuns all pulled enemies
Damage: 113.96 → 62.00
Removed the spell Stalling Slam; added the new spell Sacred Ground in its place:
Creates a 3m radius area in front of you. The area lasts for 6s and silences all enemy players within (ignoring crowd control resistance). Creatures in the area are silenced for up to 2.8s. (NOTE: Tooltip will list duration as "8 seconds" until the next patch is deployed.)
Cast Time: 0.8s, Cooldown: 7s, Energy cost: 6% of max energy
Life Leech (Passive):
Heal per Attack: 5.86 → 7.00
Nature Staffs
Revitalize (all Nature Staffs):
Energy cost per tick: 8 → 6
Energy Gain per tick: 10 → 8
Health per Tick: 60 → 80
Quarterstaffs
Separator (basic Quarterstaff):
Standtime: 1s → 0.6s
Life Leech (Passive):
Heal per Attack: 4.17 → 5.00
Spears
Life Leech (Passive):
Heal per Attack: 4.81 → 5.80
Armors
Haste (Hunter Jacket):
Damage Increase: 10% → 20%
Electric Field (Stalker Jacket):
Cooldown 60s → 45s
Life Steal Aura (Hellion Jacket):
Minimum Heal: 7.02 → 8.80
Maximum Heal: 23.09 → 29.9
Fury (Soldier Armor):
CC Duration increase per stack: 7% -> 4%
Helmets
Emergency Heal:
The effect is now applied to up to 5 allies in a 4m radius
Fixes
Fixed an issue where items could become invisible after being moved from one container to another under high ping
Fixed an issue where chests in Randomized Dungeons had no loot when the party had "Free Loot" enabled or when loot protection wore off
Master's Fawn is now tradable in the Marketplace as intended
Additional minor graphical, UI, terrain, animation, audio, and localization fixes
Since Albion Online's free-to-play launch on April 10, the player base has grown tremendously, as new and veteran players alike set their sights on new regions and activities. To adjust for this massive influx of players, and to ensure that combat remains vital for all players, Oberon Patch 5 (AKA the Oberon Midseason Patch) will bring a major new Outland expansion, portal binding and siege camp changes, the ability to set favorite islands, and more.
Outlands Expansion
To give up-and-coming players (and smaller guilds both old and new) a chance at territory ownership, three major new Outland regions have been added: Siluria (equivalent in size and value to Cumbria), and West and East Glouvia (equivalent in size and value to West and East Anglia, respectively). In the interest of fairness to teams currently competing in Season 6, these territories will be claimable beginning on the second Invasion Day of Season 6 (May 18), but will not contribute season points until Season 7.
Portal Binding and Siege Camp Updates
In conjunction with this expansion and the previous redistribution of Outlands portals to the Royal Cities, the following changes changes will take place:
Players can now opt to remove their portal binding once every 30 days. This long cooldown period allows for occasional cancellation of bindings due to unforeseen circumstances, while preventing unfettered access to all Outlands clusters. Players can still cross the Outlands to a different-colored portal in order to reset their bindings with no cooldown.
To increase competition for control of the Royal Cities, the connections for the Siege Camps in No Respite and Carpet of Bones will be switched from Caerleon to Martlock and Thetford, respectively. The newly introduced Siege Camps in Desecrated Sands, Torn Earth, and Badbury Bog will enable attacks on the remaining Royal Cities.
To further strengthen the connection between the Royal Cities and the Outlands, and for the convenience of all players, Energy Manipulator NPCs have been added to the Royal Cities. These new merchants can be found near each city's Realmgate, and offer the same services that were previously available only in Caerleon.
Favorite Islands List
By popular demand, players can now set certain islands as favorites in the Travel Planner UI. This often-requested quality-of-life change allows players quick access to their most-visited islands without needing to search for them each time.
While this was one of the most-requested updates based on community feedback, the game's UI will also receive additional improvements and streamlining over the coming months - so please keep your feedback coming!
Combat Balance Changes
The Oberon Midseason Patch brings numerous balance changes to weapons and armor. This set of changes has two specific goals in improving Albion's combat meta:
Increasing the variety of tank builds in 5-versus-5 fights (GvGs, Hellgates, etc.)
Bringing more variety in damage-dealing during ZvZs, and buffing some underutilized ZvZ weapons
As always, the overarching goal of these changes is to keep combat in Albion fair and vital, and to keep builds for specific combat activities from becoming too stagnant and entrenched.
And speaking of combat, in case you missed it, you can now see every weapon, offhand, and tool in the game in one place - click here to check it out.
The Disciples of Morgana have emerged from the shadows... and for the entire month of May, you can take the Morgana Challenge to collect limited-time rewards. Earn points for open-world activities, unlock chests to get valuable loot, and claim your very own Morgana Raven mount.
Embrace the Darkness
NEW MOUNT: This month's Challenge introduces the Morgana Raven, a fearsome, fast-moving mount with an area-of-effect spell that sends nearby foes into a state of panic. (Note: the Morgana Raven requires the same terrain pathing as all other mounts, and cannot fly over gaps or obstacles).
NEW AVATAR BORDER: Adventurers who rack up enough total Challenge Points will also earn the Morgana Challenge avatar border, a menacing, fiery ring that will give your avatar an aura of dread. This non-tradable item permanently unlocks this avatar border for one character.
SEASONAL SPECIALS: All month long, reach weekly goals to unlock Morgana Challenge chests. These chests contain valuable rewards like Adventurer's Tomes and Silver bags, along with brand-new Morgana-themed items.
As always, you can earn Challenge Points by gathering, fishing, farming, and killing monsters. Points count simultaneously toward a daily bonus, a weekly unlockable chest, and the monthly mount reward. So log in, head out into the open world, gather points, and claim these exclusive rewards while they last!