Randomized Dungeons balanced for solo players will now appear throughout the open world, and will be distinguishable from group randomized dungeons by their portal-like appearance. Higher-tier solo dungeons can be accessed via special Dungeon Maps, which can be obtained from mob drops or bought from other players through the Marketplace.
New Character Customization Options
Players now have a larger number of customization options for their characters, including numerous hair, beard, face, and underwear options. Character appearance can now be updated at any time, from anywhere in the world.
Mounts skins can now be used to alter the appearance of a player's active mount. Once unlocked, a mount skin is bound to the account and can be used by all characters. With Percival, numerous rare mounts will be converted to skins, and additional new skins will be unlockable with Gold.
New mob types have been added to solo and group Randomized Dungeons for all factions. These include new trap- and nest-type opponents, as well as environmental hazards like explosives. Solo Randomized Dungeons introduce small combat shrines, which give a random combat buff to the first player who activates them, offering advantages in both PvE and PvP.
New Weapon Skills
Seven new skills have been added to a range of player weapons:
Axes: Spinning Blades
Frost Staffs: Ice Shard
Hammers: Inertia Ring
Nature Staffs: Rejuvenating Breeze
Quarterstaffs: Rising Blow
Spears: Impaler
Swords: Parry
For details of these skills, see the Combat Balance Changes section below.
Upgradeable Bank Tabs
Additional tabs can now be added to both personal banks (i.e. those found in cities) AND guild / territory vaults, with the following specifications:
City Banks: up to 14 additional personal tabs can be purchased for Silver
Guild Banks: up to 14 additional personal tabs AND 14 additional guild tabs can be purchased for Silver
Territory Banks: new private tabs are not available, but 5 guild tabs can be purchased for a total of 14 tabs
Homeplot Banks are now structured like Guild Island Banks (same total weight and slots)
Siege Camps and Guild City Banks do not receive any additional tabs
The first personal bank tab is always the first to open in banks and guild vaults
Improvements
Audio Improvements
Polished and updated spell effect sounds for Quarterstaffs, Axes, Spears, Daggers, Hammers and Maces based on spell intensity
Master Volume fader added to Audio Settings UI
Added new voiceovers to Artifact Foundry NPC
Other Improvements
Character appearance has been greatly improved for unclothed male and female character models
New language channels have been created for every supported language - players will join the channel that matches their client language
Date formats can now be set via the "Language" UI
Up to five emotes can now be assigned to Hotkeys in the Settings menu
Reworked character location markers and random dungeon markers on worldmap
Players can now choose whether to automatically transfer newly-purchased items directly from the Marketplace to their inventory (in cases where inventory is full, items will be sent to the "Completed" tab as normal)
New terrain and level templates created for Solo Randomized Dungeons have been added to Group Randomized Dungeons as well
Seven new achievements based on Randomized Dungeons and Customization have been added
Changes
Crystal and City GvG Changes
Crystal Realm GvGs are now available between seasons. These between-season fights do not generate season points, but still offer loot and rewards.
The threshold for which money invested in 20v20 city GvGs is returned has been adjusted from 149 points to 195 points. Since points are scored on a subtractive basis, this means that attackers now need to score fewer points to get their Silver back. Additionally, match length for city GvGs has been increased from 25 minutes to 30 minutes.
City GvGs have been added to the practice GvG "scrims" available. To initiate a practice city fight, one party of 20 must invite another party of 20 using the regular chat commands (see here for more info). The new map name is "city".
Mob Changes
Higher-tier mobs now have more armor instead of more health to compensate for the player's Reaver bonus damage. This means player damage dealt to mobs will be more or less equal across tiers - for example, if you deal 100 damage versus a tier 4 mob you will deal 90 damage versus a tier 8 mob. Previously, if you dealt 100 damage versus Tier 4 you would deal 400 damage versus Tier 8.
Along with this change, the damage of poison potions versus mobs has been reduced to one-third of its previous value. Other mob changes:
Fame rewarded by standard open-world ("roaming") mobs has been increased by 25%
It is no longer possible to prevent Siphoning Mages from casting Iceblock
The Undead Reaper's Summoned Shades no longer die after their target leaves their follow range, but their health and damage will both be decreased
The Keeper Earth Aspirant now uses her spells sooner after summoning her aides
The Morgana Elite Demon Prince now correctly summons Tier 8 portals and demons when he himself is Tier 8
The Morgana Archfiend will now use his spells as intended
Rhinos have evolved and learned Charge, a dash at the current target
Mount Changes
Salvaging Guild Warhorses now grants their original gold cost
Adjusted crafting recipes for Spectral Bonehorse (now requires T8 Riding Horse + the T8 Upgrade item) and T8 Morgana Nightmare (now requires T8 Armored Horse + the T8 Upgrade item)
Morgana Mare and Bonehorse skin-unlock items can no longer be crafted at the stables, and have been moved to the Vanity Store
Clicking a mount multiple times to get into mounted state no longer cancels the initial mounting action
Other Changes
Removed Item Power cap for Blue and Yellow Zone open-world clusters, including all fixed and randomized dungeons within those clusters
Increased the Fame reward from chests in 2v2 Hellgates
Disabled furniture placement on entrances to random dungeons, as well as some small dungeon entrances that were missed with the last patch
Combat Balance Changes
Changes to Life Steal Mechanics
Rather than granting the attacker a set amount of HP, Life Steal now steals a percentage of damage dealt. Additionally, Life Steal no longer counts as healing, meaning it is now unaffected by Heal Modifier or Healing Sickness.
Life Leech (passive, numerous weapons):
Returns 15% of damage dealt to caster as HP
Life Steal Aura (Hellion Jacket) and Vampiric Strike (One-handed Axes): see changes in respective sections below
Arcane Staffs
Arcane Purge (all Arcane Staffs):
Cast Time: 1s → 0.7s
Void (Malevolent Locus):
Cast Time: 0s → 0.5s
Axes
Added new W-Spell: Spinning Blades
Caster is surrounded by magic blades for 2.5s. Every 0.5s the blades deal 24 magic damage to all enemies in a 6m radius. Each hit also increases the caster's damage by 4% for 3s. (Stacks up to 10 times.)
Life Leech (Passive):
Steals 15% of damage dealt
Vampiric Strike (One-handed Axes):
Removed the Self Heal - the ability now uses the new Life Steal mechanics:
1 Rending Strike: steals 30% of the damage dealt
2 Rending Strikes: steals 60% of the damage dealt
3 Rending Strikes: steals 100% of the damage dealt
Cursed Staffs
Enfeeble Blades (Lifecurse Staff):
Cast Time: 1.5s → 1s
Hit Delay: 0.4s → 0s
Standtime: 0.6s → 0s
Damage per tick: 31.3 → 33.0
Daggers
Life Leech (Passive):
Steals 15% of damage dealt
Fire Staffs
Magma Sphere (Wildfire Staff):
Cast Time: 1s → 0.6s
Frost Staffs
Added new Q-Spell: Ice Shard
Drop a big Ice Shard at a ground target. The impact deals 140 magic damage to all enemies in a 3m radius.
Cast Time: 1.2s
Shatter (all Frost Staffs):
First Area Damage: 93.60 → 80.00
Second Area Damage: 93.60 → 100.00
Third Area Damage: 93.60 → 120.00
Avalanche (Hoarfrost Staff):
Cast Time: 0.7s → 0s
Hit Delay: 0s → 0.2s
Standtime: 0s → 0.4s
Hammers
Added new W-Spell: Inertia Ring
Creates a ring of tar in an 8m radius around the caster. This ring lasts for 4s and has a 2.5m width. When enemies pass through the ring, their move speed is reduced by 90% (ignores crowd control resistance).
Cast Time: 0.5s
Life Leech (Passive):
Steals 15% of damage dealt
Bash Knee (all Hammers):
Slow Strength: 32% → 30%
Slow Duration: 3s → 4s
Giant Steps (Forge Hammers):
Now also increases attack range by 50%
Holy Staffs
Holy Blessing (all Holy Staffs):
Removed the Heal Over Time effect
Added a Physical Armor increase of 0.85
The buff now gives immunity to any displacement effects
Duration: 8s → 5s
Cooldown: 10s → 15s
Desperate Prayer (One-handed Holy Staff):
Cooldown: 15s → 10s
Maces
Life Leech (Passive):
Steals 15% of damage dealt
Deep Leap (normal Mace):
Close Range Damage: 147
Mid Range Damage: 184 → 203
Max Range Damage: 258 → 275
Vendetta (Camlann Mace):
Stun Duration: 1s → 0.8s
Nature Staffs
Added new W-Spell: Rejuvenating Breeze
Increases the resistances of an ally by 0.44 for 2s and spreads Rejuvenating stacks to up to 10 allies in a 15m radius. The number of Rejuvenation stacks depends on the amount of stacks active on the targeted ally.
Protection of Nature (all Nature Staffs):
Healing Increase: 50% → 40%
Quarterstaffs
Added new W-Spell: Rising Blow
Hits enemies in a frontal cone, knocking them in the air for 1.25s and dealing 50 physical damage
Life Leech (Passive):
Steals 15% of damage dealt
Cartwheel (all Quarterstaffs):
Armor Increase: 0.2 → 0.1
Separator (Quarterstaff):
Instead of being knocked in the air, enemies are now knocked back 14m (creatures are immune). Also applies a 40% slow for 5s.
Radius: 5m → 7m
Hurricane (Iron-Clad Staff):
Channel Duration: 3.5s → 3s
Spears
Added new W Spell: Impaler
After 0.4s a giant spear will pierce through the ground. Deals 170 physical damage and slows enemies by 50% for 3s within the 2.5m radius impact area.
Life Leech (Passive):
Steals 15% of damage dealt
Rooting Smash (Pike):
No longer consumes Spirit Spear charges
Cast Range: 4m → 5.5m
Standtime: 1.4s → 0.7s
Energy cost: 16 → 14
Swords
Added new W-Spell: Parry
For 0.8s you become immune to damage and reflect all incoming damage back at the attacker. At the end of the channel you hit all enemies around you in a 6m radius, dealing 104 physical damage and silencing for 0.8s.
Heroic Charge:
Attack and Move Speed Increase: 10% → 12%
Armors
Frost Shield (all Cloth Armors):
Cooldown: 60s → 40s
Inferno Shield (all Leather Armors):
Cooldown: 60s → 40s
Life Steal Aura (Hellion Jacket):
Now the lower the health of the caster, the more damage the aura deals to enemies. Caster now steals 100% of damage dealt.
Min Damage: 20
Max Damage: 40
Fury (Soldier Armor):
Cooldown: 30s → 40s
Shoes
Wanderlust (Soldier Boots):
Duration after Max Stack: 9s → 7s
Spectral Run (Specter Shoes):
Now IF the caster moves 20 meters or more, they can't attack other players for 3s after invisibility ends
Fixes
Fixed an issue where, after crafting an item, the crafting UI would reset to the top
Fixed an issue where changing to equipment with a cooldown-reducing buff could be incorrectly used to shorten an existing cooldown
Fixed an issue where attempting to switch equipment with high ping would lock spells in cases where switching equipment is not allowed
Fixed missing GvG connection between home territory and farm territory in Elmcopse
Corrected the cooldown modifier in the Royal Banner tooltip
Fixed inconsistent display of Focus points between crafting and studying UI
Fixed an issue with sorting by category and enchantment level in the Marketplace UI
Fixed an issue where onscreen nametags would sometimes disappear when offscreen nametags were disabled
Fixed an issue where using mount spells caused durability loss on boots
Fixed an issue where players with "visitor access" level could add other players to the "no access" list
Fixed an issue where nametags would appear over UI windows in areas with many players
Numerous additional visual, animation, audio, terrain, and localization fixes
Percival, the seventh major post-launch update for Albion Online, is here! This update brings Randomized Dungeons balanced for solo players, a new vanity and customization system, mount skins, new creatures, shrines, and spells, numerous quality-of-life improvements, and much more. Watch the trailer here:
Whether you're a solo adventurer or a group player waiting for your friends to come online, Solo Randomized Dungeons are the perfect activity. These new dungeons balanced for single players offer challenging adventures that are never the same twice. Take on a wide range of classic and new enemies, unlock chests, discover new small combat shrines, and descend as far as you dare, or use new solo dungeon maps to reveal high-tier dungeons with powerful enemies and valuable loot.
Upgrade Your Looks and Ride in Style
Set yourself apart with a wide range of character customization options, including new hairstyles, beards, and faces. Update your looks at any time from anywhere in the world to give your character its own unique personality. Travel the world in style with new mount skins that offer appearance upgrades for all major mount types. Choose from dozens of free customization options, or unlock wilder styles with Gold to truly stand out from the crowd.
Fearsome New Foes, Powerful New Abilities
Percival introduces a host of deadly new creatures, from ghostly critters to fiery demons to explosive traps, which come with a wide variety of spells and attacks to keep adventurers on their toes. Send them packing with seven new spells for hammers, spears, staffs, and other weapons that will offer new combat options to a wide range of playstyles and builds.
Other improvements include:
Expandable Personal Banks
20v20 City Practice Battles
Ingame Language Channels
Extended Crystal GvGs
New Level Templates for Randomized Dungeons
...and much more
For a detailed list of changes, read the patch notes here.
The Percival update arrives on July 10, bringing a host of new customization features to the world of Albion. As the development process for customization has progressed, our art team has taken the opportunity to make improvements to the basic character models for both male and female characters. These changes are visible both in the classic character creation screen and the new appearance customization UI, as well as in the game itself.
According to Marcus Koch, Art Director for Albion Online, the time was right to update the game's characters. "As new assets for the game had an increased level of detail," he explains, "we wanted to bring the older assets up to date as well." The old character models had approximately 500 polygons, while the new ones have between 1500 and 2000. "We were able to equalize the poly count between "naked" and "clothed" characters without any negative effect on game performance, so this seemed like the perfect time for an upgrade."
Improvements to the so-called "naked" character models aren't just visible when the characters are unclothed (though in a full-loot game, every character will likely end up naked sooner or later). They're also visible any time a character's face, hair, and beard are exposed, which is the case with numerous armor builds. The original character models are some of the oldest artwork in the game, having been untouched for almost seven years, so this update was the perfect opportunity to bring them up to date.
Check out the improved character meshes when Percival goes live on July 10 - and be sure to take the new character customization system out for a spin!
In our latest Dev Talk, Robin Henkys, Game Director of Albion Online, outlines the new character customization options and mount skins coming with the Percival update.
The ability to update a character's appearance after its initial creation has long been a requested feature, and now, with the Percival update, you’ll be able to change your character's basic appearance at any time.
To make things more interesting, we’ve also added a number of free new customization options for you to explore. These include a new collection of faces to choose from, as well as a large variety of new hairstyles, beard styles, and underwear choices.
For those of you who still want more options, we’ve added a set of particularly outlandish customization options you can purchase with Gold, which will unlock the customization choice for all characters on your account permanently.
We’re really looking forward to seeing more variety in characters in the game, and want to expand both the free and purchasable options in the future.
Mount Skins
Mount skins were also a frequently requested feature. Many players were unhappy that their rare and collectible mounts were restricted to a lifetime of sitting in storage without seeing any open-world use.
In order to make mount skins a reality, we had to weigh our options carefully, since the “You are what you wear” system in Albion means the ability to recognize your opponents' gear is a critical part of gameplay. The system we've come up with is a compromise, but we believe it's a good solution overall, which finds a balance between offering customization choices and maintaining the integrity of Albion’s item system.
Firstly, we’ve sorted mounts into skin categories. This means, for example, that your horse cannot look like a Direwolf. All mount skin options for a particular mount category will still be recognizable as their respective category. Simply put: horses will still look like horses, though we will have some particularly cool-looking horses now.
To make absolutely sure this system has no negative impact on PvP, players will also have the option to choose the situations in which skins will be displayed. While all players' mount skins will always be active in “safe” areas like cities and islands, you'll have the option to disable them in PvP-enabled areas. And of course, your choice of mount skin is entirely cosmetic and has no impact on gameplay whatsoever.
Acquiring Mount Skins
So how do you get a mount skin? Currently, there are two ways: you can either use a consumable skin unlock item to unlock a skin, or you can use Gold to buy one of the new purchasable skins. Either way, the skin is unlocked for all characters on your account.
Initially, consumable unlock items will mostly come from the conversion of existing mount items. We carefully went through all existing mounts in the game to decide which ones would be converted into skins, based on the following rules:
All rare and collectible mounts which have no significant special ability setting them apart will be converted into a skin unlock item, if there’s a relevant base category of mounts available.
For horses, for example, this means means that most collectible horses, like the Legendary Explorer's Horse, will become a skin unlock item for the “Horse” mount category.
Excluded from this category would be special horses with spells, like the Morgana Nightmare or the Undead Spectral Bonehorse, both of which have very unique gameplay applications.
When it comes to buyable skin options, we’ve added a number of extra-special choices for horses and oxen which players can choose to unlock using Gold, for those who wish to set themselves apart from the crowd.
In the future, we plan to expand this system by making new mount skins available as drops or rewards, as well as expanding the purchasable range of skins.
That's all for today's Dev Talk. We hope you’re as excited as we are about the new customization options coming to Albion Online, and we can’t wait to see the new characters and mounts in action.
Stay tuned for another Dev Talk following the release of this update, in which we’ll cover the changes coming for GvG Season 7 as well as the outlook beyond Percival!
The dead have risen... and their treasures are yours for the taking! For the entire month of July, take the Undead 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 Spectral Direboar, a ghostly mount with a unique spell, Glimpse of the Other Side, which renders you temporarily invisible. Use it to evade your enemies... or sneak up and catch them unawares!
NEW AVATAR BORDER: Adventurers who rack up enough total Challenge Points will also earn the Undead Challenge avatar border, featuring a spooky undead-themed design that will strike fear into the hearts of your foes. This non-tradable item permanently unlocks this avatar border for one character.
SEASONAL SPECIALS: All month long, reach weekly goals to unlock Undead Challenge chests. In addition to valuable rewards like Adventurer's Tomes and Silver, you'll also have a chance to unlock four costume items - the Undead Skull, Ribcage, Legs, and Ragged Undead Cape - to transform yourself into a grinning skeletal warrior!
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 Giant Frog 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 Ale Mug, the Recruiter's Pile of Tomes (worth a total 100,000 Fame), and the Recruiter's Giant Frog.
The current referral season lasts until maintenance on August 1, so you've got until then to refer your friends and claim your rewards. As a reminder, with the shift to free-to-play the referral system has been streamlined and simplified:
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.
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.
Guild name: BFG Alliance: MOUNT Guild leaders: FrostClaw - Surlo Date founded: January 2019 Number of members: ~50 Primary language: English
Tell us about your guild. What sort of activities do you focus on? What sort of members are you looking for?
BFG is a collection of mature, like-minded individuals who strive for excellence both on the battlefield and in our interactions with others. We focus on open-world dominance without relying on territories or allies to outnumber our opponents. Our primary focus is ~10v10 battles - wherever we can find them. We also participate in ZvZ, 5v5 content, and more rarely, ganking. We are always looking for more competitive players who want to have an enjoyable time.
Where is your guild primarily located? What regions in Albion do you focus on?
We are based in the city of Caerleon. While Mercia is our main playground, we also travel throughout Siluria from time to time, all in the pursuit of (others') hard-earned loot.
Do you have any particular rivalries or ongoing quarrels with other guilds?
While everyone besides our guild members and our alliance members is an enemy in the open-world, we like to maintain at least 'neutral' relationships with most guilds so that the potential for mercenary work is always there. Those who rub us the wrong way can expect no kindness though...
The above battle was definitely fun and memorable, especially when considering how easy it was to set up. To be honest though, we have too many memorable moments to count. Most of our fights have explosive conclusions. Getting famous (or infamous) from our many Reddit posts has always been memorable as well. Finally, getting our first command mammoth from an enemy during a Warcamp fight and splitting its value among the guild members who helped take it down was most definitely a great moment.
What does your guild do for fun?
We enjoy killing others and having them kill us. We also enjoy analyzing videos, theory crafting, and improving ourselves. Finally, we love to have a good time through either text or voice chat in our Discord server.
What is your guild's approach to the game? Do you have any sort of overarching philosophy?
FrostClaw and Surlo, the two guild masters of BFG, established the guild with a number of foundational tenets that were not all present in any existing guild. We sought to be, and continue to be, non-toxic, highly competitive, striving to improve, and masters of open-world tactics. We have a low tax, no mandatory donations, equal loot splitting, and no mandatory content in order to help our members feel relaxed and rewarded while playing. Finally, despite our insistence on not being toxic to others in-guild or out, our in-game actions always tend to be cut-throat; we will do what it takes to better our guild and those who are a part of it.
What are your goals for the future? What is your ultimate goal in the world of Albion?
In the future, we would like to have our guild hit the cap of 300 people and be entirely full of core members. We want everyone in the guild to be comfortable and synergize with any and all of their fellow guild members. We want our enemies to cower when they see a BFG guild member appear on their screen. Ultimately, we want to become the uncontested, strongest open-world presence in the game while maintaining something that few, if any, other top guilds can properly maintain: inclusiveness.
Anything else to share about your guild?
We understand what it takes to become a top guild in the current state of Albion, and we're striving to reach that peak. We will not let anyone hold us down, and the ideas that our guild was founded on will never fade from our minds. We love the game and we love how real people can be shaped by it.
The Percival update arrives July 10, bringing several major new features to the world of Albion. In our latest Dev Talk, Robin Henkys, Game Director of Albion Online, discusses the new Solo Randomized Dungeons coming with this update. He covers what exactly these dungeons are, how they play, and how they fit into the bigger picture of Albion.
Simply put, Solo Randomized Dungeons are the soloable version of the group randomized dungeons we introduced with the Oberon update. You can find solo dungeon entrances of different tiers all over the open world, and you’ll be able to recognize them by their distinct portal-like entrances.
These solo dungeons exist for all for major mob factions of Albion Online and contain a highly varied set of challenges and rewards.
Maps to solo randomized dungeons can also be found as drops in the open world, which can guide you to particularly challenging and rewarding dungeons.
On average, solo randomized dungeons will be competitive with group dungeons in terms of rewards, though group versions will still be slightly better to reward the effort of putting a group together.
How do they play?
These new solo dungeons are mostly linear, and are somewhat shorter than their group counterparts. We’re aiming for a playtime of around 10 minutes for an average dungeon, but of course there will be some variance in both directions due to randomization.
Once you've located and entered a Solo Randomized Dungeon, you can expect to explore alternating corridor sections and highlight rooms. With this update, we’ve also expanded the overall variety of rooms you can discover in both solo and group dungeons.
In addition to these new rooms, we’re introducing a wide range of new mobs and mob types with these dungeons. These include stationary “trap”-type opponents whose area-of-effect spells interfere with the battlefield, “nest”-type opponents which will continue to harass you with spawning mobs unless destroyed, and all sorts of fun exploding opponents! As with the new rooms, these new opponents will appear in Group Randomized Dungeons as well.
Exclusive to the solo dungeons, however, will be the new small combat shrines. These relatively frequent shrines will, when activated, buff a single player with a random combat boost. These shrines provide an advantage to the user in PvE, and can make the first player to enter a dungeon into a real threat to any would-be attackers as well!
How do they fit into the big picture?
Solo Randomized Dungeons fill a long-empty gap by adding a varied and exciting solo PvE activity to the open world of Albion Online. Solo player, as well as group players who are waiting for their friends to come online, can now fill the time with highly rewarding PvE content.
In addition, these solo dungeons complete the second major PvE milestone on our roadmap. Of course we’ll continue to expand the system in the future, but now that solo dungeons are finished, we can turn our attention to the next big goal: the introduction of proper raid-level content to Albion’s open game world. You can expect to hear more about that in an upcoming update.
That's all for now – thank you for listening, and we hope you’re looking forward to exploring Solo Randomized Dungeons with the release of the Percival Update for Albion Online on July 10th!
To better reward the winning team in a Hellgate, Fame was shifted from Trapped Demons (-40% previous Fame) to the Sadistic Overlord (+100% previous Fame). The overall Fame earned in a Hellgate stays roughly the same.
Fixes
Fixed an issue where Guild Application and Alliance Invitation messages could not be deleted
Fixed a bug that did not allow characters with extremely high amounts of Silver to place bids
Magic Pollen (Harvester Cap) is now cleanseable, as intended
Additional minor worldmap, UI, terrain, and localization fixes
Percival is coming! The seventh major post-release content update for Albion Online brings long-requested Solo Randomized Dungeons, a variety of major new customization and vanity options for characters and mounts, upgrades to personal banks, new mobs and skills, expanded Crystal GvGs and city scrims, and much more.
Solo Randomized Dungeons are Coming
The next step in Albion's open-world expansion is coming! Percival brings Randomized Dungeons for solo players, allowing you to explore on your own and face off against a host of fearsome new creatures. Like group dungeons, they will spawn at random throughout the world, allowing you to partake in thrilling solo dungeon-diving. You can also use rare dungeon maps to unlock higher-tier solo dungeons, which bring challenging foes and epic loot that increase in turn.
Customization and Vanity System + Bank Upgrades
Percival brings a comprehensive new customization and vanity system to the world of Albion, letting you show off your personality with dozens of hair, beard, face, and even underwear options. Mount skins allow you to unlock permanent appearance-changing options for all characters on your account, and cover a large variety of both standard and exotic mounts. In addition to free options, you can also use gold to unlock additional unique customization options to truly set your characters and mounts apart from the crowd!
New Mobs and Skills
Along with Solo Randomized Dungeons, new creatures have emerged from Albion's depths to face off against intrepid adventurers. These newly-designed mobs have a wide range of never-before-seen spells and abilities at their disposal, requiring creative strategies and tactics to counter them. Fortunately for you, a variety of new spells and abilities have been added to a diverse array of weapons, to make sure Albion's combat meta stays fresh and exciting, with new choices and unlocks for a huge range of combat builds.
Additional Features and Improvements
New 20v20 city fight scrim option
Crystal Realm Battles now available during the off season
New Group Randomized Dungeon templates
Separate language channels in chat
Hotkeys for emotes
...and more
For a detailed list of everything coming with Percival, visit the update page.
Changes Coming for GvG Season 7
And in addition to everything coming with Percival, some big changes to Albion's GvG seasons are just around the corner. With the start of Season 7 right after the Percival launch, guild warfare will be updated and streamlined in regards to GvG scheduling, castle claim times, and many other core aspects of the system. We'll be announcing further details of these changes over the coming weeks, so stay tuned!
In anticipation of the new vanity / customization items coming with the Percival update, certain items, which will be converted to vanity items, have had their sell orders canceled and can no longer be sold via the Marketplace. Since these items will likely be much more valuable in the future, this was done in order to protect players with long-running sell orders for these items from having them bought out from under them and resold (i.e. "flipped") by other players. These items are still tradable between players, but cannot be sold via the Marketplace after this update.
For the same reason, we have also canceled all sell orders for Arena Sigils, Necromantic Elixirs, and Morgana Mare Saddles. These items will, however, remain tradable on the market, so that all owners have the chance to update their prices accordingly.
Due to the Bonehorse and Morgana Mare becoming permanent skins with the Percival update, we have reduced the drop chance of the corresponding mount upgrade items found in chests in Randomized Dungeons to 10% of its previous value.
We are no longer selling the guild-bannered Warhorses in the Vanity Store. These items will return as vanity skins once Percival goes live. The current items can be used as before, and you will be able to exchange them for their original cost (Gold + Horse) when Percival goes live.
Finally, the time allowed to pick up items from unsold and canceled orders has been increased to 60 days (formerly 30 days) for all items.
Increased the radius around open-world exits (connections between clusters, as well as portals and dungeon entrances) within which furniture items cannot be placed
To avoid accidentally deleting items, ingame messages that still have items attached can no longer be deleted
Mobs in all Hellgates are now non-lethal
Combat Balance Changes
Morgana Raven
Raven Scream:
Cast Time: 1s -> 1.5s
Reactive Scream:
Cooldown: 120s -> 180s
Fixes
Fixed an issue where channeling times displayed in tooltips for some items were not being calculated correctly
The debuff icon has been removed from the lava puddle of the Demon Cape
Fixed an issue where filtering the destination dropdown in the Travel Planner UI would lead to wrong fast travel target
Fixed an issue where the energy cost of Rending Swing was lower than intended (formerly 2, now 3)
Fixed an issue where the number of damage ticks caused by Bleeding (Axes) was lower than intended (formerly 4, now 5)
The Inner Focus buff is now removed when the weapon that triggered it is removed, as intended
Fixed an issue where switching overcharged equipment with high ping would sometimes unequip the item without removing the overcharge
Improved throne lighting in Conquerors' Hall
Updated Marketplace subcategory for Knight Challenge furniture
Additional minor worldmap, UI, terrain, and localization fixes