Albion Online - AO_Elsa


Allhallows is already in full swing, and November has arrived - it's time for the next Adventurer's Challenge! For all of November, the Grim Challenge lets you earn points for open-world activities, unlock chests to get valuable loot, and claim your own Pest Lizard. We've also introduced Adventurer's Tokens, which let you trade in unclaimed Avatar Ring unlock items for a selection of new rings. Read on for all the details!



Pestilential Prizes For Intrepid Adventurers
PEST LIZARD: This month, you'll have another chance to claim the Pest Lizard, a fast-moving mount with two different poison-based attacks that confuse and disorient enemies. (Note: while not officially Battle Mounts, Pest Lizards are not usable in GvGs.)
AVATAR RING: The Grim Challenge Avatar Ring gives your avatar a dark, creepy aura. This non-tradable item permanently unlocks this exclusive avatar border for one character - and starting this month, unclaimed Avatar Ring unlocks can be traded in for Adventurer's Tokens (details below).
SEASONAL SPECIALS: Unlock Grim Challenge chests to get a mix of pestilential prizes. In addition to the regular goodies like Silver bags, Fame Tomes, and resources, you'll have a chance to get the Plague Doctor costume set and the Tomb of the Unknown and Memorial of the Fallen furniture items.



New This Month: Adventurer's Tokens
Since adventurers who took part in last year's Grim Challenge may have already unlocked this month's Avatar Ring, we've given all players the option to trade in Avatar Rings that have not yet been unlocked for Adventurer's Tokens at the Vanity Merchant. Here's how it works:
  • Players can now trade in Adventurer's Challenge avatar border unlock items at the Vanity Merchant to receive an Adventurer's Token
  • Each border gives one Adventurer's Token, which is bound to the same character
  • The first item available for tokens will be a new Adventurer's Avatar Border, which will cost 2 tokens and also be bound to your character
  • Additional new items purchasable for tokens will be introduced in the coming months
Log in, head out into the open world, and unlock these fabulous prizes - and don't forget about the week-long Fame Boost running November 4-11!
Oct 30, 2019
Albion Online - AO_Elsa


Percival Patch 9 - Ver. 1.15.387 / REV 152822 - 30 October 2019
Laborer Contracts
Laborers can now be converted into Laborer Contracts. This allows laborers to be moved between buildings and zones, as well as to be bought and sold via the Marketplace. NOTE: contracts will allow you to move, sell or trade the laborer at its current tier, but converting a laborer into a contract will cause it to lose its progress toward the next tier, as well as any journals in progress and unclaimed resources.

For more details about Laborer Contracts, please see this forum post.

Combat Balance Changes
Cursed Staffs
  • Cataclysm (Damnation Staff):
    • Damage per Tick: 27 → 18
    • Tick Interval: 0.5s → 1s
Fixes
  • The Tier 3 Lumbermill will no longer wrongly offer an option to transmute Tier 3 wood
  • Enchanted Quiver maximum stack debuff can now be cleansed as intended
  • Fixed audio for Heretic Cart
Albion Online - iancurtismayfield


It did not take Money Guild long to take care of business and put together an alliance capable of dominating season 7, and delivering a third gem to the crown of King Derrick. Lord of Mercia. Early pretenders to the throne Guerreros and Black Order were quickly dealt with and sent to fight with Money Guild's lessers, as one of the many guilds who would push and shove for position at the feet of the King of Mercia. Through the first half of the season OOPS dominated all aspects of season warfare, and Money guild reaped the rewards, easily securing its position as number one. Second place was the best any guild could hope for.

Then, like an alliance tag at the end of the season, things began to change. June, the 158th ranked guild at the end of Season 6, began to beat Money Guild in 5v5 GvGs on a daily basis. Often the two teams would trade matches back and forth throughout the day. While this had little effect on Money Guild's position in the Season Rankings, it did strengthen the will of June, who after leaving the faltering WIN alliance created their own alliance, Daddy, and vowed to invite only good guilds. This vow was recognized as a fact that went undisputed throughout the lands of Albion.
https://www.youtube.com/watch?time_continue=2&v=JGX2E8B8FU8
With only good guilds in under the Daddy banner, June began rising up the ranks, from the relative obscurity of just the guys who were once in U12, to being known as June, The Guild That Has Some Dudes from Grey, and runs Daddy, an alliance of only “Good Guilds”.  They were able to secure second place in the rankings shortly after the first invasion, passing Black Order, the Russian guild formed by former members of... Russian Guild. 

For a short time it looked as if Black Order would be a contender if not for first place, certainly for second. However, as the weeks passed, no other guilds (not even one led by a powerful alpha player like EmiyaShiro) could keep up with the frantic pace set by Money Guild and June.

The two guilds battled it out relentlessly day after day in GvGs, pushing each other to over fifteen 5v5 matches a day – over three times that of any other guild. However, no matter how many matches June won, it was unable to compete with the OOPS alliance consistently in ZvZ battles. In the closed arenas of 5v5 combat June had proven itself the equal of Money Guild, but as leaders of an alliance they faltered, and were soundly defeated by the combined efforts of OOPS, led primarily by the newest iteration of TC, Take Care.

TC was able to pull huge numbers of strong players to overworld battles and was able to easily control Mercia on invasion days, as well as capturing and holding castles with ease. All Money Guild had to do was GvG 1PG for territory, absorb an all-too-willing Scelti, and Derrick would control Mercia and receive a well-deserved third gem for his crown.

However, midway through the season there began to be rumors of an uprising. Word was spreading that many of the enemies of Money Guild, both past and present, intended to join forces with June and boost them in an effort to force an epic showdown with Money Guild at the end of the season. With Money Guild far out in front of June this seemed an impossibility, a challenge far greater than the men and women who chose to take it up.
https://www.youtube.com/watch?v=eEWciwdik_A
With less than half the season left to push for points, the combined forces of SQUAD, LIFE, and whatever alliance Skuzkabel was leading at the time joined Daddy, allowing that some (for the first time) became known as good guilds. They also started fighting like hell to make up for Money Guild's enormous point lead. With a significant numbers advantage, determination, and an unreasonable amount of belief, Daddy went to work closing the gap.

Each day saw June inch closer and closer, and by the second Invasion Day it looked like June may be able to pull off the unthinkable by the end of the season. Then, during invasion day, Money Guild made a choice that may have cost them their third gem. Instead of defending Mercia and taking the towers located within their own empire, OOPS instead ventured into Siluria and stole June's high-level towers, leaving much of Mercia to fall uncontested. The belief being that Mages were too hard to defend, and that more points could be gained raiding Mercia mages and winning Crystal Realm Battles from high-ranked towers, than could be gained by once again holding Mercia.

This strategy failed in epic fashion as Daddy chose to defend its mages all hours of the day, refusing to let them fall uncontested. Within hours, huge amounts of season points began pouring into June, and without their empire Money Guild had no way to gain enough points to keep up. Within three days, June passed Money Guild and established a point pace that broke the will of their enemy.

Derrick, King of Mercia, Lord of the Red Banner, High Masters of The Retry, offered his concession in a well-written and humbly submitted post.  With the season victor decided and little of consequence to fight for in the world around them, both mighty alliances began to fight amongst themselves. June, no longer believing that Daddy consisted of only good guilds, disbanded the alliance and joined SQUAD in an effort to remain relevant beyond season end. OOPS began shedding guilds as well, with prominent members Scelti and Take Care splitting off to create their own alliance. There are rumors floating about that the legendary Money Guild may even disband OOPS and create a new alliance, or perhaps even join another.

June's rise to power and battle for first place this season was as meteoric as it was unexpected. They took on a mighty power and won a battle nobody thought was worth fighting. Through the use of diplomacy as well as skill on the battlefield, June bested a legend, securing their own place in the history of Albion.
Albion Online - AO_Elsa


https://www.youtube.com/watch?v=DSsJFUaklhc
Strange rumblings can be felt in the Outlands, as if the land itself were preparing to give way. The upcoming season brings whispers of a new, rising threat... and unknown treasures to be claimed.

Wondering what it all means? Read on for more details...

Season Dates
On November 13, a unique event season begins, with all-new conflicts, incredible rewards, and an upheaval that will alter the very foundations of the world of Albion. More will be revealed as the season proceeds, but here's what we can tell you for now:

World Event Starts    
November 13
Season Scoring Starts
November 16
Territory Reset Day #1
December 7
Territory Reset Day #2
???
Territory Reset Day #3
???
Territory Reset Day #4
???
Territory Reset Day #5
???
Territory Reset Day #6
???
Territory Reset Day #7
???
Territory Reset Day #8
???
Territory Reset Day #9
???
Territory Reset Day #10
???
Event and Season End
January 20
The remaining dates for the season will be announced on November 13. The season ends on January 20, 2020 and will be followed by the Queen update. Until then, get ready for a whole new Albion experience – and be sure not to miss out on the week-long Fame Boost happening November 4-11!

Season Rewards
As this is a one-of-a-kind, standalone season, it comes with some unique rewards for ranking guilds, as well as the top three guilds overall:
  • Crystal Rank: Unique Avatar (+ all following rewards)
  • Gold Rank: Caerleon Gate Avatar Frame (+ all following rewards)
  • Silver Rank: Small Caerleon Realmgate Furniture Object (+ all following rewards)
  • Bronze Rank: Outlands Map Carpet (+ Iron Rank reward)
  • Iron Rank: Pile of Tomes
  • 1st - 3rd Place: Inclusion in a memorial statue in Caerleon
As you might guess from the teaser above, there will be many more surprises coming... but you'll have to wait until November 13 to learn their true nature. Get ready for a season event the likes of which has never been seen in the world of Albion!
Albion Online - iancurtismayfield


Feel the chill in the air, and the cold touch of grasping, undead hands:  Allhallows is here! This three-week event brings a new themed dungeon to explore, a deadly high-octane mount race, and other surprises. Read on to see what's coming...
New Dungeon: Hallowed Ground


This limited-time, Halloween-themed group dungeon features eerie pumpkin-lined corridors and a cornucopia of creepy-crawly critters, plus the mysterious new foe known only as Bob. Some say his family was killed by gankers when he was just a baby, asleep on a bag of pumpkin seeds. He grew up in a kennel, raised by a cruel pumpkin farmer who twisted his body and mind. Now he returns to seek vengeance on Albion's unsuspecting human souls...

Hallowed Ground offers valuable loot, including a very rare chance for mount skins like the Jack o' Donkey and Horse Macabre along with other items. The dungeon has a small chance of spawning in all T4-T8 zones, with rewards scaling depending on the tier – so form a party, put on your spookiest dungeon-crawling garb, and get ready for a fight!
Will You Survive the Death Race?


Next week, you'll have the chance to compete against your fellow players in a heart-pounding race with Halloween-themed rewards! It all goes down on a deadly course lined with flame traps, where one misstep can spell defeat... but for those who cross the finish line first, glory awaits.

Here's how it will work:
  • There will be a total of 3 race events
  • The first two will be on October 29 at 18:00 and 22:00 UTC
  • The winning 15 players from each race will qualify for the Finals
  • The Finals will take place on October 30 at 20:00 UTC
  • The first two races are Blue Zone rules; the Finals are Black Zone rules
  • Participants must be in Caerleon at these times to join the races, and must bring their own Mule mount
  • Further details on exactly how to participate in the race will follow
Rewards for qualifiers:
  • Each of the 30 finalists gets a Jack O' Donkey Skin
Rewards for winners:
  • 1st Place: Horse Macabre Skin + 21,000 Gold
  • 2nd Place: Horse Macabre Skin + 10,000 Gold
  • 3rd Place: Horse Macabre Skin + 3,750 Gold
  • 4th - 10th Place: Horse Macabre Skin
Grab a trusty mule and get ready to race for prizes and glory!



To round out the festivities, Halloween decorations have returned to Albion's cities, a week-long Fame Boost runs from November 4-11, and a creepy presence has appeared on the forums. Allhallows will haunt Albion from now through maintenance on November 13, so take advantage of these limited-time opportunities while you can!
Albion Online - iancurtismayfield


Today we launched Percival Patch 7, which brings changes to Albion's Silver sinks, quality-of-life improvements to building and transmuting, updated resource spawn rates, and more. So what's new?
More Silver Sinks
With today's patch, we've increased the Silver costs assessed by the system for various activities. These system-based costs serve as Silver sinks, which keep the overall quantity of Silver in the world of Albion consistent, and prevent runaway inflation of the Silver-to-Gold ratio. With the introduction of Randomized Dungeons in the Oberon update, the amount of Silver in the game increased tremendously, leading to inflated Gold costs for those looking to trade in their Silver. These updated costs mean the amount of Silver leaving the economy is once again in line with the amount entering it.

This patch brings the following cost changes:
  • Increased repair costs of all items by 100%, but halved knockdown damage (from 10% to 5%), meaning repair cost of knockdowns remains the same
  • Increased Market Order Fee from 1% to 1.5%
  • Increased Market Tax from 4% to 6% (from 2% to 3% with Premium)
  • Increased the cost of buying additional bank tabs by 50%
  • Increased the cost of buying and upgrading islands by 50%
  • Increased the cost of converting Fame to Fame Credits by 50%
  • Increased the cost of using the fast travel feature by 50%
  • Reduced the rate at which Silver offers are generated by the Black Market by 10%
Transmutation Changes
In addition to the changes listed above, we've rebalanced the cost structure for transmutation. Transmutation was always intended as a natural ingame sink, but was previously so expensive that it was almost never used. This patch lowers overall costs for transmutation, while also making the transmutation process four times faster, in order to make it more appealing. With decreased Silver (and time!) costs for transmutation, this previously overlooked activity should become a more viable option.


Builders Rejoice!
Along with the increased speed of transmutation, constructing, upgrading, and repairing buildings is now twice as fast. Construction and maintenance already require a great deal of resources, so we've decided to make the actual processes of building creation and upkeep less time-consuming for players who have already made the necessary resource commitment.
Keeping Albion Balanced
Last but not least, we've also made some changes to keep the game's gathering and combat balanced. Resources and "resource critters" in tier 2, 3, and 4 blue zones now take twice as long to respawn, to avoid flooding the market with low-tier resources. On the combat side, we've made various changes, including reducing the impact of Damnation bomb squads in ZvZs and removing the option to stack Quarrier Boots via Self-Ignition, which gave gankers an undue advantage.

You can read the detailed list of changes in the official patchnotes.
Albion Online - iancurtismayfield
Queen, the next major content update for Albion Online, will bring wide-ranging changes to the world of Albion. Foremost among these is a complete redesign of the Outlands continent. Along with new game systems like Hideouts and Open-World Territory Conquests, this redesigned continent will bring new sandbox possibilities to high-level play in Albion.

In our most recent Dev Talk, Game Director Robin Henkys and Level Designer Dominik Müller discuss the what, the how, and the why of the reworked Outlands:
https://www.youtube.com/watch?v=4ONquGyh6jc
No time to watch the video, or prefer a written summary? Read on for all the details:
Updating the Outlands
In our last Dev Talk, we discussed the massive improvements coming with the Queen update. Today we’re going to go more in-depth with the key change: the new Outlands map.

With Albion’s next major update, we're going to change the shape of Albion’s gameworld for good: we’re bringing in an all new Outland map which will revolutionize high-level gameplay and deliver the foundation for Guild Hideouts, as well as the new Open-World Territory Conquests.



Before we get into how awesome the new map is, we’ll first cover what happens when the old Outlands go away. Many of you are probably wondering what will happen to your stuff and how this process will go down. We don’t know the exact timing of this change yet, but we will announce it at least a month in advance, ideally a month and a half. We’d love to do it earlier, but with the complexity of this change we just can’t be sure of the timing until we’re pretty much ready to go.
  • When the time of the world change is announced, you’ll have to start thinking about evacuating your belongings from the Outlands.
  • We’re planning to automatically evacuate any items you have in personal banks and guild vaults in territories or siege camps - players will have access to these items in the Royal cities.
  • However, any buildings and contents of furniture chests will be lost if you do not evacuate them by the time of the change.
  • We’re also trying to find a way to evacuate laborers and Marketplace contents, but we’re not sure if and how these will work yet - the exact rules will be announced with the final announcement of the world change timing.
Apart from items, we’re of course evacuating players as well: any players remaining in the Outlands at the time of the change will find themselves in a city on the Royal Continent and will be able to use the Outland portals to travel to the new Outlands.

Now we’ve got that out of the way, let's talk about the big change itself: the new Outland map.

Our designer Dominik Müller has been busy the last couple of months planning the details of this change. I asked him to show you what he's been working on, what you can expect from Albion’s new Outlands, and why this is such a big deal.


Dominik Müller Talks World-Building
When we created the old Outlands, we had a very symmetrical and clean, and therefore very balanced map in mind. It was defined by repetition: "next to this T5 area there must be a T6 area, and therefore a castle.”

The new Outlands will be far more complex, as we are breaking many of our current conventions. We want to change the way players see the world, and move away from repeating patterns. The world has become a lot more varied: now you can find T8 areas next to T5 areas, or a mountain area surrounded by steppe, or your castle far away from the center of the Outlands.

Yet you can still learn and understand the map, as there remain clearly visible and tangible rules: for example, the closer I am to the center of the map, Avalon, the higher the density of high-tier areas and the greater the possibility for high-value activities. But of course, the higher the value of an area is, the harder it will be to defend.
Strength and Vulnerability
What exactly does this do for us? Well, first, it literally reshuffles the board, as big contestants become more vulnerable with greater power creating a constant flux, while there will be smaller skirmishes around more achievable areas thus creating a map interesting for everyone.

As you can imagine, there are many things to consider:
  • How deep in the Outlands do I want to live?
  • Do I have access to all the resources I need?
  • Do I have access to a good farming spot?
  • Do I have sufficient access to farms to produce food?
  • Can I make an impact on the season from here?
  • How well-protected am I here?
  • Who are my neighbors? Will there be conflicts - or the chance for an alliance?
New Cities and Portal Systems
For those without a guild or a Hideout, there will also be three new Outlands "cities". These are essentially small towns (similar to the "starter" towns), consisting of a Marketplace and a Bank. They are located in the middle zones, between the portals at the edges of the continent and the high-tier areas at the center, and offer safe spots to trade and regear.

With Caerleon's portal breaking down, the Royal cities will also rise in importance, as their portals are now the only way to reach the new Outlands. They will use a triple portal system, which should allow for safer entry into the black zones, while also allowing the portal areas to remain a feasible hunting ground.


New Time Zones
We also took this chance to greatly increase the number of different prime times for zones. There are now seven prime times in total, and I'm happy to announce that these will include viable times for our Asian and Australian players. Prime times will occur at 0:00, 3:00, 5:00, 12:00, 15:00, 18:00, and 21:00 UTC. The number of areas in a given prime time directly relates to our player numbers during these times, ensuring that content will be distributed as fairly as possible between players.

This redesigned continent will have a ton of opportunities for conflict and new stories, and will allow players of different levels and with different interests to lead all sorts of lives all over the Outlands. I can't wait for this map to be filled with life, and see what you guys will do with it. 
Much more to come - give us your feedback!
We're very excited about the new Outlands map, and are very much looking forward to seeing the new strategies and gameplay styles which will arise from it. We are also very interested in hearing your feedback on the new Outlands, so please share your thoughts with us via our forums.

We’ll keep you updated on the progress of building the new Outlands in upcoming Dev Talks, but that's all for today. Stay tuned for more videos on the next major update!
Albion Online - AO_Elsa


This referral season, we have something special for you: for just one referral, you can get your very own mount skin! The Occult Cougar skin gives your Swiftclaw base mount a dark and deadly look as you stalk through the wilds of Albion - and once you've unlocked it, it can be used by all characters on your account forever!

On top of that, you can earn huge amounts of Fame for your third and fifth referrals: three referrals scores you a T7 Pile of Tomes, worth a whopping 100,000 Fame, and five referrals gets you a T8 Pile of Tomes, granting a colossal 200,000 Fame. And as always, your first-ever referral grants a T8 Pile of Tomes in addition to the Occult Cougar skin!

The current referral season lasts until maintenance on December 1, so you've got until then to refer your friends and claim your rewards. (Note that the Occult Cougar skin requires a Swiftclaw as a base mount.)


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.
  • 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.
Albion Online - iancurtismayfield

Take the Harvest Challenge
Fall has come to the world of Albion - and the Harvest Challenge is back! For the entire month of October, earn Challenge Points to collect limited-time rewards. This time around, on top of your very own Spectral Bat mount, you can get an all-new avatar border and Halloween-themed costume items:

THE BAT IS BACK: This month's Challenge offers all players another chance to claim the amazing Spectral Bat. In addition to its spooky spectral looks, this winged menace comes with a powerful Blink spell that allows you to jump to a target location in the blink of an eye. (Note: like all mounts, the Spectral Bat cannot fly over obstacles or gaps.)

NEW AVATAR BORDER: This month you can also unlock the all-new 2019 Harvest Challenge avatar border featuring a pair of eerie, grinning skeletons. This non-tradable permanently unlocks this spooky avatar border for one character, allowing you to show it off all year round!

SEASONAL SPECIALS: All month long, reach weekly goals to unlock Harvest Challenge Chests. In addition to valuable rewards like Adventurer's Tomes, Silver, resources, and other loot, you'll also have a chance to unlock spooky vanity items like Pumpkin Heads and Skeleton Costumes.

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 and avatar ring reward. So log in, head out into the open world, gather points, and claim these rewards while they last!


Albion Online - iancurtismayfield
Percival Patch 6 - Ver. 1.15.387 / REV 150653 - 25 September 2019
Fixes
  • Hot springs have cooled down and their steam should be a bit less blinding
  • Toned down the excessive blood spatter in auto-attacks
  • Added new VFX for Haste spell to replace massive pink "paint spill" effect
  • Fire Artillery is no longer automatically unlocked, and must now be unlocked through Fire Staff usage
  • Cooldown for Protection of Nature (Nature Staffs) reverted to 15 seconds as intended (was accidentally changed to 20 seconds with Patch 5)
  • Visual effect of Thorns now stays consistent regardless of target size
  • Delay is now correct in Death Curse description
  • Slow effect of Impaler is now cleansable as intended
  • Taunt now applies the PvP debuff only against players as intended
  • Fixed an incorrect tag in Sacred Pulse tooltip
  • Additional graphical, UI, audio, animation, terrain, and localization fixes
...