Welcome to Hector!

Daily downtime begins at 10:00 UTC every day, and is expected to last one hour.

If you want to participate in the Final Beta and have not yet bought a Legendary, Epic or Veteran Founder's pack, get yours here!

-The Sandbox Interactive team


Founder bonuses are attached to first character you log in; if you delete it, they will be lost!

Changelog

Hector Hotfix #3 / Version 1.0.326 - REV 90357 / 5th July 2017

Changes

Fixes


Hector Patch #3 / Version 1.0.326 - REV 89865 / 30 June 2017

Improvements

Changes

Combat balance changes

Leather Equipment

Added new passive Balanced Mind (gives some damage/heal and some resistances)
Removed the Constitution passive

Axes

Heavy Smash
Cast Time: 0s -> 0.5s
Hit delay: 0.4s -> 0
Stand time: 1.5s -> 1.2s

Cursed Staffs

Area of Decay
First Hit: 0s -> 0.5s delay
Hit interval: 1.2s -> 1s

Frost Staffs

Freezing Wind
Increased the area of effect
Range: 10m -> 12m

Holy Staffs

Salvation
Heal: 189.54 -> 262.44 (38% increase)

Maces

Battle Howl
Radius: 5.5m -> 4.5m

Nature Staffs

Rejuvenation
First Tick, after spell hit: 1s -> 0s
Standtime: 0.4s -> 0.2s
Rejuvenating Mushroom
Reworked: Now applies stacks of Rejuvenation on allies in a 5m radius once stepped into.
Cast Time: 1s -> 0s
Hit Delay: 0 -> 0.5s
Area Duration: 12s -> 20s
Protection of Nature
Resistance Increase: 0.38 -> 0.24
Added a Healing Received buff (50%)
Duration: 10s -> 8s
Energy cost: 11 -> 12
Cast Time: 1s -> 0s
Circle of Life
Reworked: Heals up to 5 allies in a radius around the caster. The healing strength depends on the Rejuvenation stacks on each ally. Consumes all charges of the healed allies.
Radius: 7m -> 11m
Cast Time: 1.5s -> 1s
Cooldown: 10s -> 15s
Living Armor
Removed the Healing Received increase (was 39%)
Added an effect where the target also gets healed every time they are damaged
AR/MR Increase: 0.34 -> 0.31
Duration: 8s -> 10s
Cooldown: 30s -> 20s
Well of Life
Cast Time: 2s -> 1s
Heal per tick: 22.98 -> 27.16 (18% increase)
Energy cost: 23 -> 20

Spears

Lunging Strike
Hitting at max stack no longer consumes your stacks.
Spirit Spear
Reapplying at maximum stacks no longer consumes your stacks. Instead, you lose additional extra energy when reapplying at maximum stacks.
Energy cost: 4 -> 3
Forest of Spears
Tick Interval: 0.5s -> 0.3s
Increased the damage area (the area is now also telegraphed)
Inner Focus
Energy cost: 16 -> 13

Fixes

Known issues


Hector Hotfix #2 / Version 1.0.326 - REV 88990 / 24 June 2017

Fixes


Hector Patch #2 / Version 1.0.326 - REV 88688 / 22 June 2017

Improvements

Changes

Fixes


Hector Hotfix #1 / Version 1.0.324 - REV 88214 / 16 June 2017


Hector Patch #1 / Version 1.0.324 - REV 87940 / 15 June 2017

Fixes


Hector Update / Version 1.0.324 / REV 87153 / 7 June 2017

Director's Notes

We're finally ready to present 'Hector', the last major update for Albion Online before the upcoming release on July 17th.

We have squeezed a lot into this one and I'm very proud of the team that we've managed to pull all of these changes, in addition to making the necessary preparations for launch.

That said, we have had to cut some corners to make it happen and you can expect us to follow up on this update with several additonal patches as we close in on launch. Please keep your feedback and bug reports coming!

New Features and Major Changes

The Black Market

The Black Market is now open in Caerleon!
Your new rotund friend is waiting for you west of the main square
Buys gear, sells it on to shady characters
The merchant will put up buy orders for equipment he wants
You can also make sell orders and wait for his prices to match
Items bought by the merchant mysteriously find their way into the hands of mobs in the world, which will then occasionally drop them as loot
Quality and enchantment level will remain intact throughout the process
"Crafted by" is not currently retained, but we're hoping to improve this in the near future
Pricing auto-balances itself
Every time a mob wants to drop an item, it checks the black market storage for that item, and if there aren't any in storage, it increments the buy order for that item by an amount based on item value, so prices for items will rise until they're high enough to be worth selling to. Also, a certain percentage of items are mysteriously lost along the way, so there's an inbuilt destructive element in the cycle to keep the economy flowing nicely

Equipment Item Stacking

Equipment items can be stacked
Items of the same type, quality and durability may now be stacked on top of each other
Equipping items will automatically split the item stack
On knockdown all items in the stack will receive damage
On death, each item in the stack has an individual chance of destruction
Note: though not implemented yet, in an upcoming update names of crafters will be recovered once the stack is split again
Equipment items can be mass crafted
You may now craft a large number of equipment items at once
Equipment items will automatically stack during the crafting process
Equipment items can be mass traded
Stacks of equipment items may be freely traded from player to player
You may now sell and create sell orders for stacks of equipment items at marketplaces

Outlands changes

Harbors and Black Cities are gone
Harbor clusters are now normal clusters
The three cities in the black zone - Fort Thursair, Farewich, and Sheerbrough - have been removed
Islands in the three cities, and all market orders in both cities and harbors, have been moved to Caerleon. Any items left in banks in these cities or in harbors will be lost, as will any buildings left standing.
The Realmgate
The Caerleon Realmgate has now opened!
This glowing gateway in Caerleon (in the middle of the Royal Continent) will allow you to travel to one of numerous realmgates in the Outlands
Outlands gates all connect exclusively to the Caerleon gate
You can't use a realmgate on a different continent (Anglia, Cumbria and Mercia) for 60 minutes after travelling
You can't travel to a different realmgate on the same continent for ten minutes after travelling
Outlands resources
Outlands regions in Anglia and Cumbria now spawn the same number of resources as the equivalent region in Mercia
The better outlands regions now have increased chances of having enchanted resources (Cumbria having twice the normal chance of enchantment, and Mercia having four times)
Tier 7 resources now have more spawn locations, but spawn with 23 units
Tier 8 resources now spawn differently (see Territory changes below), and spawn with 27 units
Red zones now have substantially better loot chances than safe zones, and outlands now have substantially better loot chances than red zones

Territory changes

Improved watchtowers
Watchtower territories in the Outlands are now the sole source of T8 resources
All resources in watchtower territories now respawn at the beginning of their prime time
The resources are guarded by NPC guards, but can be raided by other players
Declaring fights
All GvG fights now need to be declared 20h in advance

World PvE Improvements

Mob camps and dungeons
Many new medium-sized mob camps have been added, which replace around half of existing solo dungeon entrances
New large mob camps have been added, and their regions reworked to make them more visually significant
All the old large camps have been retired
New, huge dungeons can be found beneath large camps, some of which have multiple layers; these replace (and substantially improve upon) all existing non-raid group dungeons

Hellgates

See here for more information!

New layout
Hellgate areas have been rebuilt from scratch
The map now forms a pentagram, allowing groups to rotate around them as they see fit - this should be much better from a PvP perspective
You can enter at any one of five points
Mob revisions
Mobs are now set up to be much easier to disengage from
Consistent DPS reduced to make it less crippling to be ambushed while fighting them
Minibosses
There are now five minibosses
You need to kill all five to trigger the main boss
Helping to kill a miniboss gives a short 5% buff to damage and resistances
Exit timer
You can't leave any hell until you've been there for at least four minutes (or until you die)
Infernal Hellgate
This is the new name for the Hellgate found in red and black zones, which still exists, but with all the changes outlined above
Ignited Hellgate
Ignited Hellgate is a new Hellgate, found in yellow zones
When you lose all your health inside this gate, you're knocked down and ejected from hell
The hostile counter is enabled
Item power is soft-capped to keep them competitive
Fame and loot are scaled appropriately for its reduced danger level
Ashen Hellgate
Ashen Hellgate is a new Hellgate, found in safe zones
Similar to the Ignited Hell, with the following changes:
  • It's limited to two players only
  • The boss is replaced with a lootable chest
  • Mobs are appropriately balanced for the player numbers
  • Fame and loot again scaled for danger level

New Mounts

Undead, Keepers and Morganas now all have two faction mounts: a regular one, and an epic one which has activated ability. Note that the Undead Bonehorse already exists and is therefore not listed here.

New Tier 8 Undead epic mount: Spectral Bonehorse
One of the new epic faction mounts, the Spectral Bonehorse is a prestige mount with an active ability, allowing you to briefly turn invisible
To craft, needs a regular Bonehorse and a special item that drops from the Undead raid boss
New Tier 5 Keeper mount: Swiftclaw
The Swiftclaw occupies a similar role to the Direwolf, but losing a bit of speed in exchange for more protection
Swiftclaw Cubs will drop from Keeper bosses
New Tier 8 Keeper epic mount: Rageclaw
Another of the new epic faction mounts, the Rageclaw is a prestige mount with an active ability, allowing you to sprint even faster for a short period
To craft, needs a Swiftclaw and a special item that drops from the Keeper raid boss
New Tier 5 Morgana mount: Warhorse
The Warhorse is an improved version of the Armored Horse
To craft, needs an Armored Horse and a special saddle that drops from Morgana bosses
New Tier 8 Morgana epic mount: Nightmare
The third of the new epic faction mounts, the Nightmare is a prestige mount with an active ability, allowing you to leave a trail of burning fire behind you for a short time, damaging any enemies who touch it
To craft, needs a Warhorse and a special item that drops from the Morgana raid boss
New Tier 8 mount: Transport Mammoth
Transport Mammoths are the ultimate Guild-level transport: it carries huge amounts of cargo, and while it's slow enough that it probably needs a sizeable escort through dangerous territory, it's also tough enough to withstand some punishment while you fight the enemy off
Mammoth calves are a rare drop from mammoths
New Tier 4 mount: Giant Stag
The Giant Stag is a fun alternative to the regular Horse, with some small stats differentiation
Fawns drop rarely from Giant Stags
Similar to a Direwolf
New Tier 2 mount: Mule
Given as a reward for completing the tutorial
The perfect starter mount!

New tutorial

Journeyman's weapons

Potion Rework

Healing Potions:
Heals a portion of the max heals over the course of 15s (Duration is the same on every tier)
Energy Potions:
Instantly restores a percentage of the max energy
Resistance Potions:
Increases Resistances and Crowd Control Resistance for 6s.
Revive Flasks are now Gigantify Potions:
Increases Max Health and Max Load for 15s
Chilling Flasks are now Sticky Potions:
Can be thrown at a ground target, to create an area which slows and reduces damage of enemies.
Recovery Potions are now Poison Potions:
Can be thrown at enemies to poison them, dealing true damage over time and reducing armor.
Cleansing Potions are now Invisibility Potions:
The caster turns invisible after consumption.

Improvements

Combat Balance Changes

Miscellaneous:

Slows won't trigger diminishing returns anymore

Arcane Staffs:

New ability: Energy Bolt on Q Slot
New ability: Energy Beam on W Slot
Magic Sphere:
Ability reworked: It can now be cast on allies or self, increasing magic resist for allies in the area. Enemies in the area will lose energy and are also revealed from invisibility.
Arcane Orb:
Cooldown: 20s -> 15s
Motivating Cleanse:
Cooldown: 10s -> 15s
Passive: Magic Force:
Abilities needed to activate: 6 -> 5

Bows:

Demon Arrow:
Hit Delay: 0s -> 0.2s
Reduced projectile speed
Passive: Slow Poison:
Slow Strength vs Mobs: 25% -> 40%
Speed Shot ability on Bows
Cooldown: 10s -> 15s

Cursed Staffs:

Armor Piercer:
Armor Debuff Strength reduced by 28%
Damage increased by 43%

Daggers:

Disembowel:
Additionally breaks shields buffs of targeted enemies

Fire Staffs:

Pyroblast:
Cast Range: 9m -> 12m

Hammers:

New ability: Power Geyser on W Slot
Slowing Charge:
Can now be cast at a ground target
Now also slows all enemies during the dash animation
Cast Range: 9m -> 12m
Slow Strength: 42% -> 50%
Energy Cost reduced by 41%
Slow Radius: 5m -> 4m
Grasp of the Undead:
Range: 20m -> 26m
Ground Breaker:
Energy Cost reduced by 16%
Earth Shatter:
Energy Cost reduced by 17%
Knockout:
Energy Cost reduced by 14%
Bash Knee:
Energy Cost reduced by 40%

Holy Staffs:

Life Touch Staff:
Is now a one-handed weapon
Holy Touch:
Can now be applied to the caster
Passive: Magic Force:
Abilities needed to activate: 6 -> 5

Maces:

Snare Charge:
Jump Speed reduced
Range: 9m -> 11m
Battle Howl:
Silence Duration reduced by 17%

Nature Staffs:

Cleanse Heal:
Cooldown: 10s -> 15s

Quarterstaffs:

New ability: Separator on E Slot of the Quarterstaff
Forceful Swing is now available on W slot of all Quarterstaff-line items
Hurricane:
Removed the self-slow
Concussive Blow:
Energy Cost reduced by 40%
Cartwheel:
Energy Cost reduced by 29%

Spears:

Charged Blade is now called Inner Focus:
Reworked the ability: It is now a 2s self channel where each tick increases damage, cc duration and move speed.
Cripple:
If the enemy had a move speed buff active on hit, the caster will now get an additional move speed increase
Lunging Strike:
Energy Cost reduced by 33%
Spirit Spear:
Energy Cost reduced by 25%

Swords:

Spinning Blades:
This ability is now a ground target jump attack, which deals AoE damage on landing
Mighty Swing:
Damage Reduced by: 11%

Armors:

Leather Equipment Passives:
Combined Attack Speed: 15% -> 24%
Speed Caster:
Energy Cost Reduction Buff: 20% -> 40%
Bloodlust:
Duration: 10s -> 8s
Heal increased by 33%
Fury:
Max Stacks: 5 -> 10
Energy Drain:
Now also restores energy of each ally in effect range

Helmets:

Iceblock:
Cooldown: 40s -> 60s
Perpetual Energy:
Duration: 6s -> 10s
Retaliate:
Increases the resistances of the caster now, instead of reducing it.
Reflected Damage: 105% -> 100%
Damage Type: Physical -> Magical

Shoes:

Run:
Duration: 10s -> 7s
Shield Charge:
Radius: 5m -> 4m
Duration: 4s -> 3s
Wanderlust:
Duration: 14s -> 16s
Invisibility:
Move Speed Increase per second: 10% -> 20%
Max Move Speed Stacks: 10 -> 5
Rush:
Now also increases Crowd Control Duration
Position Swap:
Cooldown: 40s -> 20s

Offhands:

All Shields:
Resistances reduced by 20%
Torch:
Now also increases Cooldown Reduction (50% of the reduction strength of the horn)
Attack Speed Bonus reduced by 25%

Mounts:

Ox:
Base Move Speed increase: 10% -> 20%

Changes

Fixes


Galahad Patch #6 / Version 1.0.319 / REV 84315 / 11 May 2017

Fixes


Galahad Patch #5 / Version 1.0.319 / REV 82981 / 27 April 2017

Changes

Zerg Display in Outlands Test
As part of a testing phase we're enabling the display of groups larger than 10 player on the cluster & minimap in the Outlands, similar to the red zone.
We're doing this because we think enabling this feature encourages a more tactical gameplay in the Outlands and allows smaller groups of players to become active in the outlands.
We'll be keeping this feature enabled for at least two weeks and will then analyze the collected data about Outland PvP in that time period to make a decision regarding the future of the feature.
This is part of a bigger effort to improve the role/gameplay of the Outlands.
Guild Rank Permission Changes
A "Right Hand" can now manage alliance features in addition to the guild leader.
A "Master of Coin" can no longer give up territories, destroy buildings or take control of buildings. Main distinction from the "Officer" role is being able to manage guild tax and guild account as well as the ability to kick players from guild.
A "Warmaster" can no longer give up territories, destroy buildings or take control of buildings. Main distinction from the "Officer" role is being able to declare GVG attacks and kick players from the guild.
An "Officer" can now promote/demote players up to "Guardsman" rank.
Other Changes
Reputation Info Screen is now in the new UI look and includes the information what zones can be accessed.
Reduced time to teleport out of a dungeon from 60 to 30 seconds (teleporting out of a dungeon is less safe than logging out but had the same time investment).

Fixes


Galahad Patch #4 / Version 1.0.319 / REV 81544 / 12 April 2017

Director's Notes

After a full month of running Galahad, this patch will most likely be the last weekly one. Of course we'll keep patching the game, but the dates will be set according to necessity. To get the latest informations visit our forum.

Changes

Updated Marketplace
Direct selling now requires a confirmation (that can be disabled).
Switching to the Complete-tab now resets the search filter.
Reputation Changes
Increased reputation gain from PvE by 33%, unless the player is suspicious where it is increased by 50% and nefarious/dreaded levels where it is increased by 100%.
Lowered reputation attack penalties by 50%.
Lowered reputation knockdown penalties by 50%.

Combat Changes

Misc:
Damage Buff Cap: 200% -> 150%
Invisibility abilities make you invisible to all players now, including allies. (Makes it impossible to cast buffs like Arcane Beam on invisible allies.)
Empower Beam:
Max damage decrease: 140% -> 100%
First tick damage buff: 50% -> 20%
Ambush:
Max damage decrease: 60% -> 50%
Initial damage decrease on activation: 15% -> 5%
Slit Throat:
Damage is now split into instant damage (60%) and damage over time (40%) - Total damage output stays the same
Cast Time: 0.4s -> 0.6s

Fixes


Galahad Patch #3 / Version 1.0.318 / REV 80756 / 05 April 2017

Changes

Fixes


Galahad Hotfix #5 / Version 1.0.318 / REV 80415 / 30 March 2017

Changes


Galahad Patch #2 / Version 1.0.318 / REV 80240 / 29 March 2017

Changes

Fixes


Galahad Hotfix #4 / Version 1.0.318 / REV 79326 / 24 March 2017

Fixes


Galahad Patch #1 / Version 1.0.318 / REV 79326 / 22 March 2017

Balance changes

Fishy Business Expedition changes have been made:
Solo:
Thieves forgot how to use their poison.
Both:
Chops and Fishy:
Attack damage reduced.
Ability damage reduced.
Cool-down on knock-back and avalanche increased.
Slow effect after knock-back halved for Crazed Chops; Crazed Fishy; Crazed Thief

Ability changes

Reworked the Curing Shield to make it better for Hide gathering:
Added a 40s lasting buff to normal attacks, poisoning hide mobs on normal attacks.
Cooldown: 120s -> 30s
Shield Duration: 8s -> 5s
Heal per Tick: 19.81 -> 28.67
Removed reflect damage and gathering Speed Bonus.
Energycost: 10 -> 7
Misc:
Caster Disruption: 2 -> 1
Holy Staffs:
Holy Explosion:
Heal per tick: 28.08 -> 38.61
Divine Protection:
Cast Time: 1s -> 0s
Heal: 117.00 -> 140.40
Armors:
Mend Wounds:
Is not canceled by damage.

Mob changes

Updated Enormous Dryad (swamp guardian):
Has three new abilities:
  • Eroding Swamp (starts using after 7 seconds of combat): applies a stacking damage over time effect, that also decreases move speed and threat generation.
  • Sweeping Strike (health below 70%): two wide strikes that hit any enemy in-front the guardian dealing high damage.
  • Luminescent Spores (health below 40%): selfbuff, creates three spiraling zones and any player hit will get inflicted with a debuff that deals damage over time and silences.
Already existing abilities:
  • Enrage: used by all guardians - if the fight takes longer than 15 minutes the guardian enrages and will swiftly kill all enemies

Clustermap changes

Fixes and minor changes:


Galahad Hotfix #3 / Version 1.0.318 / REV 79341 / 21 March 2017

Fixes


Galahad Hotfix #2 / Version 1.0.318 / REV 79019 / 17 March 2017

Fixes


Galahad Hotfix #1 / Version 1.0.318 / REV 78671 / 15 March 2017

Changes


Galahad Update / Version 1.0.318 / REV 78414 / 13 March 2017

Director's Notes

Galahad is here - a major milestone towards the release of Albion Online on July 17, 2017.

The release of Galahad is accompanied with a reset of the game databases (wipe) - a necessary step to test all the exciting changes introduced with Galahad and to give us detailed data about the game's performance in preparation for launch.

The team worked very hard on Galahad, and on behalf of all of us, I wish you a lot of fun playing it!

We are now turning our attention to getting the game ready for launch. For us, this means improving the beginner experience, finishing the UI rework and improving the inventory & rights management situation of Guilds.

It also means going through all the data collected during this last test phase, fixing bugs and improving balancing and performance wherever we can. If you want to support us in this task, we invite you to leave feedback in the feedback forum and report any bugs you find using the /bug command ingame.

Best of luck for all your endeavours in this last phase of Albion Beta Testing!

Robin Henkys - Game Director

Legendary Founders are able to explore Galahad on March 13 (12:00 UTC), Epic Founders on March 14 (12:00 UTC) and Veteran Founders on March 15 (12:00 UTC).

NEW FEATURES AND CONTENT

NEW WORLD: OUTLANDS
The new Outlands are designed around different hubs (high-end, mid and low), encouraging guilds of the same strength to settle close to each other.
NEW WORLD: ROYAL CONTINENT
The two Royal Isles have been replaced with one big Royal Continent. The Royal Continent is shaped like a pie chart, with each slice being a biome with its own city. At the center, where all biomes meet and deep in the red zones, lies the central city Caerleon.
WORLD MAP AND UNDERGROUND PASSAGES
The visuals have been greatly improved and the new world map also has various zoom settings so it is easier to read relevant information. On top of that, the world of Albion now features landmarks such as mountains and ravines that will make it impossible to travel certain routes. Unless you find a underground passage!
BIOME CITIES
Now each city has their own unique layout and look, reflecting their surrounding biome. Aside from five biome cities, there is also a unique center city in the middle of the Royal Continent.
EXPEDITIONS
Expeditions are relatively short PvE missions that are perfect when you have no time to venture in the open world!
Talk to the Expedition Master in your local city, pick the size (solo/group) and Tier of your choice and start your adventure!
GUARDIANS
Guardians are massive world bosses that protect Tier 6 resource hotspots. Each biome has its own unique guardian, from a snow-white Mammoth to a colossal Rock Giant.
MOB CAMPS AND RANDOM CAMPS
Mob camps are no longer accompanied by large dungeons. Instead, they have smaller and more straightforward dungeons with a boss at the end. Large dungeons have been reworked to become less linear and can be found in the open world, without a mob camp to protect it.
When exploring the open world, you can also run into random camps. These are small groups of mobs that come in different rarities and difficulties.
HOME BASES
Home bases are maps entirely dedicated to a specific faction. These regions are the ultimate PvE grind spot, offering content for single players, small groups and even raid parties.
ALTARS
Throughout the world you might run into ruins of what used to be mighty altars. They are now haunted by Spectres, vicious spirits that carry valuable essences.
ENCHANTING
Runes, Souls and Relics can now be used to add enchantment levels to equipment, which increases item power.
GATHERER GEAR
Gatherers can now unlock gatherer gear through the Destiny Board. Each resource has its own set of equipment, consisting out of armor, helmet, shoes and a backpack (cape slot). Each item is available from Tier 4 to Tier 8 and completely unique per resource type.
DESTINY BOARD CHANGES
The Destiny Board has undergone several changes:
  • A new PvE track has been added, which unlock expeditions and bonus damage against mobs.
  • Starting from Tier 4, Mastery Levels per node go up until level 100.
  • Learning Points can now only be used after fulfilling the fame threshold.
  • Abilities can now be unlocked through the Destiny Board.
NEW USER INTERFACE DESIGN

The User Interface has been revamped and redesigned!

Not only has it gotten a sleek new look, giving Albion Online the modern look it deserves, but it has been optimized to work better on all platforms.

We will continue to add features and improvements to the User Interface throughout the Beta.

Adjusted hotkeys defaults with this new mapping:
  • M: Opens World Map
  • N: Opens Cluster Map
  • B: Opens Destiny Board
  • H: Opens Building Menu

COMBAT BALANCE CHANGES

Miscellaneous:
Caster Disruption: 3 -> 2
Maximum Attack Speed Cap: Unrestricted to 120% additional attack speed.
Removed Taunt from all weapons. Moved it to all Plate Armors.
Dashs, self knockbacks, etc. won't move you if you are more than 300% overloaded.
New Items:
Royal Armor Sets with new abilities (one complete set for plate, leather and cloth).
Gathering Gear with new abilities (helmet, chest, shoes and backpack for each resource).
Weapon Passives:
Passive Values have been scaled for each weapon line (depending on average attack interval).
Arcane Staffs:
Motivating Cleanse:
Speed Buff: 46% -> 20%
Arcane Purge:
Cast Time: 0s -> 1s
Arcane Orb:
Doesn't Purge anymore, but silences all targets hit.
Protective Beam:
Now applies the shield to all allies in close proximity to the target.
Axes:
Rending Strike:
Stack Duration: 5s -> 4s
Adrenaline Boost:
Doesn't buff auto attack damage anymore. But grants a additive Damage Bonus (20%)
Cooldown: 10s -> 20s
Move Speed: 34% -> 40%
Energy Cost increased by 38%
Battle Frenzy:
Move Speed Boost: 50% -> 25%
Attack Speed Boost: 50% -> 25%
Bows:
Frost Shot:
Self-Knockback: 11m -> 9m
Increased knockback speed: 25m/s -> 30m/s
Speed Shot:
Speed Buff: 8s -> 5s
Damage: 75%
Rapid Fire:
Reworked the ability into a new one: Enchanted Quiver
Magic Arrow:
Reworked the ability: Removed Stun and AoE Damage. Deals now only high single target damage depending on distance.
Cooldown: 30s -> 10s
Castrange: 24m -> 26m
Increased Projectile Speed and adjusted it's hitbox.
Energy Cost: -35%
Rain of Arrow:
Hit Delay: 1s -> 0.75s
Slow Strength: 23% -> 20%
Damage per tick: 18%
Demon Arrow:
Reworked the ability: It is now a long CD high damage skill shot, which stacks up on damage, the more enemies it pierces through.
Crossbows:
Sweeping Bolt:
Now also interrupts enemy ability casting.
Cooldown: 25s -> 20s
Cursed Staffs:
Removed Passive: Life Leech
Added New Passive: Bane
Area of Decay:
Now also removes Heal over time effects of enemies.
Daggers:
New Q ability: Assassin Spirit (execute also scales with this one)
Sunder Armor:
Energy Cost: -20%
Dash:
Cooldown: 8s -> 10s
Throwing Blades:
Fixed various bugs with this ability
Damage Buff per Stack: 10% -> 15%
Execute:
Hit delay: 0.4s -> 0s
Cast time: 0s -> 0.4s
Lunging Stabs:
Range: 13m -> 11m
Fire Staffs:
Fireball:
Range: 22m -> 18m
Slightly reduced projectile speed
Contagious Fire:
Can't be cleansed anymore
Meteor:
Damage: 5%
Frost Staffs:
Blizzard:
This ability has now separate stats for mobs and players:
Damage vs Mobs: 27.86
Damage vs Players: 48.75
Slow Strength per Tick: 25% -> 30%
The Slow now doesn't trigger Diminishing Returns anymore
Hammers:
Earth Shatter:
Stun Duration: 15%
Groundbreaker:
Stun Duration: 20%
Tackle:
Stun Duration: 15%
Holy Staffs:
Added new ability: Generous Heal
Flash Heal:
This ability now also applies a short Healing Received bonus on the target (stacks up to 2 times)
Reapplying this ability on 2 stacks consumes the stacks and gives energy to the caster back
Recasting Flash Heal on yourself will eventually trigger healing sickness. (only on self cast)
Castbar won't be pushed back by damage anymore.
Cast Time: 1s -> 0.8s
Smite:
Cast Range: 11m -> 12m
Holy Blessing:
Cast Range: 11m -> 12m
Holy Beam:
Cast Range: 9m -> 12m
Sacred Pulse:
Cast Range: 11m -> 12m
Resurrection:
Cast Range: 11m -> 12m
Desperate Prayer:
Cast Range: 11m -> 12m
Divine Protection:
Cast Range: 11m -> 12m
Maces:
Snare Charge:
Reworked the ability: It now is a ground targeted delayed AoE Jump, which roots enemies at the impact location.
Pull Area:
Pull distance is now reduced by enemies crowd control resistance.
Now also creates a lot of Threat on all mobs hit.
Energy cost increased by 114%
Silencing Strike:
Hit Delay: 0.4s -> 0.2s
Stand Time: 1.4s -> 1s
Battle Howl:
Now also purges enemy buffs
Silence Duration: 3.81s -> 2.8s
Standtime: 1s -> 0.6s
Cooldown: 15s -> 20s (increased threat generation accordingly)
Energy Cost increased by 9%
Now also deals minor damage (to trigger focus fire protection)
Hit Delay: 0.2s -> 0.4s (also added an indication area to visualize the build up)
Nature Staffs:
Rejuvenation:
Cast Range: 11m -> 9m
Recasting Rejuvenation on yourself will eventually trigger healing sickness. (Only on self cast)
Quarter Staffs:
New ability on Q-Slot: Cartwheel
Heavy Swing:
Quarter Staff line only
Cast Time: 1s -> 0.5s
Damage: -36%
Energy Cost: -29%
Stun Run:
Movespeed Bonus: 38% -> 30%
Forceful Swing:
Hit Delay: 0.4s -> 0.2s
Standtime: 1s -> 0.5s
Radius: 6m -> 4m
Cooldown: 10s -> 20s
When used against players, they can't auto attack for 5s.
Removed the auto attack speed reduction.
Added a flat 20% Damage reduction instead.
Spears:
Added new Q-Slot ability: Lunging Strike
Spirit Spear:
Removed the slow and self speed buff
Consuming the third stack now gives you a short defensive buff
Reckless Charge:
This ability is now a delayed jump to a ground target.
Enemies hit will be knocked into the air. (Similar to a mini Tornado hit)
Max Damage: 13%
Spear Throw:
Cooldown: 10s -> 30s
The spear now also stuns on impact
Energy Cost increased by 55%
Swords:
Iron Will:
Move Speed Increase: 30% -> 20%
Armors:
Mercenary Armor Stats:
Bonus CCR: 10%
Bonus CC Duration: 10%
Hunter Armor Stats:
Bonus CCR: 15%
Bonus CC Duration: 15%
Assassin Armor Stats:
Bonus CCR: 20%
Bonus CC Duration: 20%
Soldier Armor Stats:
Bonus CCR: 40%
Bonus CC Duration: 50%
Knight Armor Stats:
Bonus CCR: 45%
Bonus CC Duration: 45%
Guardian Armor Stats:
Bonus CCR: 50%
Bonus CC Duration: 40%
Berserker:
Added a resistance buff, which stacks up with the damage buff
Speed Caster:
Removed the movement buff, instead the buff now also reduces energy cost by 20%
Energy Cost: -3%
Haste:
Removed the movement buff, instead the buff now also increases damage by 10%
Everlasting Spirit:
Removed the below 30% Health Condition
Time Window to activate the shield: 5s -> 1.5s
Energy Drain:
Enemy Energy Loss: 2.88 -> 3.60
Fury:
It now also stacks up a CC Duration buff
Moved this ability to Soldier Armor
Obsessive Burst:
Duration: 8s -> 10s
Damage Heal Increase per stack: 5% -> 8%
Moved Obsessive Burst to Druid Robe
Taunt:
Range: 3m -> 11m
Cooldown: 7s -> 10s
Removed the Ability Interruption, instead it reduces the target's damage a bit.
Now deals minor damage (So a taunted enemy alerts other mobs in close proximity)
Spirit of Vengeance:
Cooldown: 30s -> 60s
Shield Strength increased by 391%
Damage decreased by 25%
Moved Spirit of Vengeance to Gatherer Gear
Wind Shield:
Reworked ability: Now it is a self buff which knocks back enemies around you, every time you take damage.
Removed the Speed Buff.
Moved Wind Shield to Gatherer Gear
Bloodlust:
Moved this ability to Mercenary Jacket
Further armor changes:
Added new ability to Demon Armor: Protection of the Fiends
Added new ability to Hellion Jacket: Life Steal Aura
Helmets:
Removed Disruption Immunity
Added Displacement Immunity
Added new ability on Artfact Level 1 Helmets: Mortal Agony
Block:
Removed the movespeed bonus.
Can't be purged anymore.
Moved Block to Soldier Helmet
Bear Trap:
Removed stand time, but the trap becomes active after a delay. (After the trap sinks into the ground)
Moved Bear Trap to Gatherer Gear
Energy Shield:
Moved this ability to Scholar Cowl.
Retaliate:
Moved this ability to Hunter Hood
Shoes:
New abilities:
Added new ability to Scholar Sandals: Focused Run
Added new ability on Hellion Shoes: Mark of Sacrifice
Added new ability on Keeper Sandals: Frost Walk
Added new ability on Fiend Sandals: Position Swap
Added new ability on Soldier Boots: Wanderlust
Invisibility:
Movement Speed Buff per Stack: 5% -> 10%
Channel Duration: 30s -> 10s
Cooldown: 60s -> 40s
Blink:
Range: 8m -> 7m
Motivating Pain:
Reworked the ability: It now only stacks up a strong movespeed bonus on damage taken.
Moved the ability to Gatherer Gear
Sprint Shield:
Cooldown: 30s -> 60s
Duration: 6s -> 8s
Shield Strength: 138.51 -> 212.36
The shield is now removed when you attack someone.
This ability now also increases maxload temporarily.
Shield Charge:
Shield Duration: 5s -> 4s
Dash Speed: 20 m/s -> 25 m/s
Evasive Jump:
Max Range: 9m -> 12m
Flee:
Buff Duration: 8s -> 7s
Silence Duration: 15s -> 12s
Moved this ability to Gatherer Gear.
Run:
Moved this ability to all combat shoes.
Sprint Shield:
Moved this ability to Gatherer Gear.
Defenseless Rush:
Moved this ability to Royal Sandals.
Evasive Jump:
Moved this ability to Royal Shoes
Potions:
Heal Potions:
Not cleanseable anymore
New Healing Rates:
  • T2 Potion heals 8% in 4s
  • T4 Potion heals 16% in 8s
  • T6 Potion heals 24% in 12s
  • Now first Healing tick starts 1s after the potion was used.
Energy Potions:
Not cleanseable anymore
Mounts:
Abilities go on short Cooldown after being dismounted
Flattened Mount Speed Progression and Reduced Overall Mount Max Speed
Dismount Cooldown: 10s -> 20s
Armored Horses:
Armor Factor decreased by 39%
CCR Factor decreased by 60%
Dire Boar:
Armor Factor: 0 to 0.4
CCR Factor: 0 -> 0.4
Ox:
Health Factor: 34%

Faye Patch #6 / Version 1.0.307 - REV 72278 / 25 January 2017

Fixes


Faye Patch #5 / Version 1.0.307 - REV 71647 / 18 January 2017

Changes

Fixes


Faye Patch #4 / Version 1.0.307 - REV 70957 / 11 January 2017

Changes

Fixes


Faye Patch #3 / Version 1.0.307 - REV 69352 / 15 December 2016

Fixes


Faye Patch #2 / Version 1.0.303 - REV 68707 / 08 December 2016

Changes

Fixes


Faye Patch #1 / Version 1.0.303 - REV 67905 / 01 December 2016

Improvements

Combat Balance Changes

Cursed Staffs
Haunting Screams
Extra damage versus players: 3% of max health -> 2% of max health
Damage reduced by 14%
Energy Cost reduced by 14%
Swords
In the last content update the Claymore damage output was reduced a bit too much. Therefore with this patch the damage is adjusted to be a bit higher again, it is now in between Elaine and Faye.
Charge
Damage increased by 15%
Fearless Strike
Damage increased by 7%

Fixes


Final Beta Hotfix Faye 2 / Version 1.0.303 - REV 67389 / 25 November 2016

Final Beta Hotfix Faye / Version 1.0.303 - REV 67277 / 24 November 2016


Final Beta Update Faye / Version 1.0.303 / REV 66964 / 23 November 2016

Director's Notes

Faye is the final update in the planned series of Biome Updates. The forest biome it brings completes the list of our five biomes, each with unique visuals, resources and exciting wildlife. On top of that it will introduce guard towers, bring back Royal Guild versus Guild fights and much more. See below for the full changelog.

This also the start of the holiday season in Albion. It is time for a snowball fight, or to enjoy some fireworks, before the year 2016 will come to an end.

We're now focussing all of our efforts on Galahad, the next major update. Amongst many other changes it will bring a completely new layout of the Outlands, Royal Continent, as well as major improvements to the PvE experience and Destiny Board Progression. It will be one of the last steps before before the release of Albion later in 2017.

Improvements

Forests Biome
The Forests arrive, rounding out Albion's full set of biomes! The domain of the Keepers expands to the old growth of Albion's ancient forests. As well as abundant wood, you can also find rock outcrops and ferocious beasts in the depths of the forest.
Mount mechanics rework
When (voluntarily) dismounting, your mount remains in the world and continues to provide you with its load bonus, and allows you to quickly re-mount it. If you get knocked off your mount by an opponent, or you attack another player, your mount will make a swift exit! On top of this, mount health is now depleted first while you're mounted, so when mount health reaches zero you will dismount at full health. With this change various mount values, such as speed, health and mount up time have been adjusted.
Royal Continent Watchtowers
GvG is back on the Royal continents! Most yellow and red areas now have a Watchtower, which can be claimed and fought over using the GvG system. Watchtower territories rely on NPC guards rather than magic barriers to keep them safe, and resources inside the watchtower's territory can only be harvested by members of the owning Guild, yielding twice the usual resources. The double gathering yield also works for Watchtowers in the Outlands. GvG battles on the Royal continents will have a soft cap of 900 Item Power.
Building renovation
You can now upgrade, repair, downgrade and demolish your buildings from within the same interface. Downgrading and demolishing buildings allows you to recover 90% of materials used in their construction!
Emotes
Added a range of emotes to the game, accompanied by player animations! Find out more by typing /emotes in chat.
World map improvements
The world map has had a light visual makeover, and now also allows you to search for clusters (includes autocomplete and cycle-through-options functionality).
Offscreen nametags
With this option enabled, you will now see the nametags of approaching players at the edge of your screen as soon as they're in detection range, so you can see who's coming before they enter the screen. The distance that you can spot other players is thus the same for everyone, regardless of screen resolution etc.
Refining, transmutation and fragment overhaul
All T4+ mobs now drop Essences, which are needed to refine enchanted resources.
Transmutation going up tiers now requires no silver, but instead requires multiple copies of the resource you're attempting to transmute from.
Fragments have been merged and converted into magical materials: Runes, Souls and Relics.
  • Journeyman's Fragments are no more; they have dissolved back into the ether.
They no longer have "color", but can still be melded into artefacts.
Essences can be transmuted into Runes, Runes into Souls, and Souls into Relics.
Guard Towers and Outlaws
Anyone losing reputation (on the Royal continents), or attacking a non-outlaw or aiding an outlaw (in the Outlands), will be considered an Outlaw for five minutes.
When logging out, Outlaw players will not disappear from the gameworld until their Outlaw status has expired.
The various leaders of civilized Albion have erected guard towers at city entrances and the edges of patrolled territory (the Green zone), and created additional safeguards to ensure Outlaws can never enter their cities.
Any Outlaw coming close to a guard tower can expect to be bombarded with heavy weaponry.
Being honorable sorts, the guards have clearly demarcated their areas of control, and will refrain from executing downed Outlaws...
...but your fellow players may not be so forgiving!
New orchestral music
The soundtrack has received a major overhaul, having been rescored and expanded by Finnish composer Jonne Valtonen, and recorded with a live orchestra in Prague. Alongside a re-recording of the main theme and existing GvG music, we now have unique tracks for cities, all five biomes (Forest, Highland, Steppe, Highland, Mountain), mob camps and dungeons, player and Guild islands, and boss fights. Be sure to turn the music up a little so you can appreciate the full impact!
Other Improvements
Most critters now have abilities of their own - don't get caught out!
Health and mana bars should now be more readable against colorful backgrounds.
Market categories have been given a substantial overhaul, and should now be more useful.
All mount stats are now displayed on their item details screen.
Made preparations for winter festivities.
A "Looking For Group" chat channel has been added.
Reroll costs have been reduced by a factor of five!
Furniture chest weight limits have been increased considerably (Expert's chest went from 1661kg to 24,295kg).
Bank weight limit increased to 100,000.
Furniture chests now use the Bank UI rather than the old hovering UI.
If you disconnect, you can now log back in immediately, rather than needing to wait for a delay first.
If you disconnect while knocked out, your character will remain in the world until either you recover (at which point you disappear) or you are killed (at which point you die). This includes the case where you disconnect while changing areas.
Crafting nutrition use reduced by 50%.
Added a confirmation step when spending LP.
Updated some agent portraits to match their model.
There is now a setting to auto-deny duel requests.
Market filters are now disabled in the "complete" tab.
Brittle Skeletons have learned some new tricks.
Increased drop rates for raid bosses.

Changes

Combat Balance Changes

AoE Escalation
With this patch, AoE escalation will be more relevant and powerful in large-scale fights. This should allow for better counter-play against larger groups and over-stacking players. Smaller-scale fights shouldn't be affected that much by this change.
  • AoEs now start escalating after the third player hit. (Mobs do not count.)
  • The base damage values of AoEs have been reduced to compensate for this change.
  • Each additional player increases the ability's damge by 10%.
    • Ability hits 2 players: 100% ability damage
    • Ability hits 3 players: 110% ability damage
    • Ability hits 4 players: 120% ability damage
    • Escalation maxes out at 200% ability damage
  • Duration of Crowd Control effects does not increase with escalation.
Resilience Penetration
Melee weapons are now able to pierce through a portion of the Focus Fire Protection. This change will make pure DPS melee weapons more viable in large-scale fights. In such fights, they will now be especially effective against enemy tanks, which usually have a lot of targets attacking them and thus a high Focus Fire Protection. For any small-scale combat, the impact of the penetration is very small.
  • Focus Fire Protection is now called Resilience. (To keep names short and easy to remember!)
  • Melee weapons now have a new stat, called Reslience Penetration.
  • Resilience penetration ignores a percentage of the target's Resilience.
  • Example:
    • Your weapon's Resilience Penetration is 50%
    • Your attack would normally inflict 100 damage
    • But the target has been attacked by multiple players, and their Resilience reduces any incoming damage by 40%
    • However, this 40% Resilience will be penetrated by 50%, reducing it to an effective Resilience of 20%
    • This means ultimately out of your 100 base damage, 80 will go through (compared with 60 without the Resilience Penetration)
  • The amount of Resilience Penetration varies between weapons. The value is listed in the item details screen.
Axes
Rending Strike
Energy Cost reduced by 40%
Arcane Staffs
With so many strong buffs in the game, the Arcane Staff's control potential with multiple short cooldown purge abilities was making this weapon too strong. Therefore, the cooldown times of Arcane's purging abilities have been adjusted.
Purge
Cooldown: 10s -> 15s
Arcane Orb
Explosion Radius: 7m -> 5m
Cooldown: 15s -> 20s
Bows
Undead Arrows
Duration: 5s -> 8s
Cursed Staffs
New Q-Slot ability: Cursed Scythe
Vile Curse
Max Stacks: 3 -> 4
Cooldown: 3 -> 2
Base Damage reduced by 25%
Desecrate
Root Duration increased by 24%
Death Curse
Damage scaling adjusted to 4 stacks. (Min and max damage stays the same.)
Area of Decay
Hit interval: 1.5s -> 1.2s
Field of Death
Invisible enemies are now revealed inside the ability's area
Cast Time: 1.5s -> 0.s
Hit Delay: 0s -> 0.6s
Fire Staffs
New W-Slot ability: Fire Ball
Meteor
Damage increased by 4%
Frost Staffs
New W-Slot ability: Frost Beam
Frostbolt
Damage increased by 14%
Frost Bomb
Damage increased by 35%
Slow Strength: 40% -> 20%
Hammers
Slowing Charge
Dash Speed: 15 -> 25
Holy Staffs
Flash Heal
Heal increased by 7%
Cast Range: 11m -> 12m
Holy Explosion
Now keeps knocking back for the entire duration
Maces
Defensive Slam
Energy Cost reduced by 40%
Ability doesn't stack up anymore
Resistance Increase doubled
Resistance bonus is now applied to up to 5 allies in a 4m radius
Damage reduced by 7%
Stalling Slam
Energy Cost reduced by 60%
Damage increased by 66%
Snare Charge
Dash Speed: 15 -> 25
Pull Area
Hit delay: 0.6s -> 1s
Quarter Staffs
Concussive Blow
Energy Cost reduced by 40%
Forceful Swing
Enemy Attack Speed Reduction: 40% -> 80%
Fatal Blade
Ability Hitbox: 4m -> 3m
Range: 11m -> 9m
The ability no longer removes the target's Crowd Control Resistance
Can now maximally pull up to 5 enemies
Swords
Swords provided very high mobility coupled with high damage output and high resistances. All in all, this kit was just too strong and outperformed other weapons; therefore, Iron Will and the damage output of various E-slot abilities was nerfed.
Iron Will
Cooldown: 15s -> 20s
Speed Increase: 40% -> 30%
Energy Cost increased by 22%
Incoming damage is now always reduced by flat 25%, instead of the scaling resistance buff.
Charge
Damage decreased by 25%
Spinning Blades
Base Damage decreased by 7%
Extra damage versus players: 5% of max health -> 3% of max health
Mighty Swing
Damage increased by 11%
Fearless Strike
Damage decreased by 20%
Armors
Electric Field
Damage reduced by 16%
Wind Wall
Hit delay: 0.4s -> 0s
Duration: 3s -> 4s
Energy Drain
Enemy energy loss increased by 60%
Helmets
Bear Trap
Removed the ability indication area
Doubled slow duration
Slow strength: 91% -> 90%
Trap lay-down delay: 0.4s -> 0.2s
Smokebomb
Radius: 6m -> 5m
Stone Skin
Self damage reduction: 50% -> 30%
Now also reduces the caster's Heal Power
Incoming damage is now always reduced by flat 60%, instead of the scaling resistance buff.
Duration: 10s -> 7s
Shoes
Invisibility
Now a movement buff is charged up, while channeling
No longer reveals other invisible players
Sprint Shield
Duration: 4s -> 6s
Move Speed Increase: 50% -> 60%
Shield strength reduced by 45%
Evasive Jump
The Jump duration is now always 1s, no matter the distance

Fixes


Elaine Patch #1 / Version 1.0.297 - REV 62070 / 06 October 2016

Director's Notes

This patch is a followup to last week's update and fixes several urgent issues. Most importantly, this patch should improve client stability and reduce crashes significantly.

Fixes


Update "Elaine" / Version 1.0.297 - REV 61187 / 28 September 2016

Director's Notes

While the design team is busy analysing the data collected from final beta, reading through your feedback on the forums and developing plans for the future, the art team has been continuing on our quest to bring more visual variety to the world of Albion.

Today, we're introducing Albion's most lush biome yet: the Highlands. Their wild waterfalls and mighty rock formations go well with the return of the Keeper Faction, who've made a home in the Highlands of Albion.

The update also brings several important fixes which were developed in between August's patches and a few balance adjustments. Some of these changes are a little experimental, so expect us to follow with additional adjustments as soon as we've drawn conclusions from their impact.

Finally, while we were awaiting results of the first months of testing, the code team has finally been able to work some magic and improve the underlying technology behind many of Albion's systems. They're not quite done yet, and especially large fights are being further optimized, but you should already notice a significant reduction in "stuttering" and a performance increase in situations with many characters, in particular cities. Additionally, mobile devices have been running significantly more stable in our tests.

That is it for now, but very soon we'll be able to share more about our plans regarding Albion's Road to Launch!

Until then: stay safe out there, and don't let the Keepers get you!

Improvements

Highlands Biome
The Highlands arrive! Half of the old Mountain areas have been switched to the new Highlands biome. Highlands are hilly areas, featuring rock, ore and wood. They are inhabited by the Keepers of Albion, who guard the land from all who would seek to despoil it (this includes you).
New Artifacts
Keeper artifacts are now available, rounding out the full selection of items at the Gateway power level.
Hell artifacts are also available for all item types; these are more powerful than existing artifacts, and can be obtained from Demon Bosses.
Other Improvements
Reduced all resource weights by 40%.
Added an option to set the intensity of ability area indicators.
Biomes can now spawn their least-common resource type (eg wood for Highlands, ore for Steppe) all the way up to Elder resources.
Swamp areas now have a full set of swamp-specific mobs. (Note that this does not apply to areas which will be converted to Forest in future.)
In case you have been banned, the login screen will now display the reason for this action.
All salvageable items should now drop silver on knockdown/death.
Leaving unrestricted PvP Areas while in combat will not instantly cancel the unrestricted PvP mode. This means when a player engages in combat close to a treasure chest, he can be downed without any reputation loss, even if the player leaves the circle again.
Significantly reduced memory allocation per frame, which should reduce stuttering in scenes with many characters.
Added new visual effects for harvesting actions!

Balance Changes

Arcane Staffs
Empower Beam
The damage buff now stacks up over time, starts with 50% damage bonus and maxes out with 140%
Cooldown: 10s -> 15s
Channel Duration: 7s -> 5s
Purge
Now purges all buffs at the moment it is cast, but no longer removes all the buffs on the target for several seconds after the cast.
Axes
New W-Slot ability: Internal Bleeding
Rending Strike
Energy Cost reduced by 40%>
Crossbows
New Q-Slot ability: Exploding Shot
New W-Slot ability: Noise Eraser
Caltrops
Area Radius: 1.5m -> 2m
Slow Duration: 2s -> 3s
Daggers
Disembowel
Damage per tick: 44.46 -> 31.26
Added a damage-over-time element to the ability. (The ability's total damage output stayed the same, but a portion of the damage is applied over time.)
Frost Staffs
Frost Nova
Root no longer breaks on damage
Root Duration: 3.22 -> 2.19
Damage: 41.86 -> 69.76
Frost Bomb
Damage: 96.89 -> 129.19
Slow Strength: 33% -> 40%
Freezing Wind
Root no longer breaks on damage
Root Duration: 3.22 -> 1.57
Energy: 15 -> 16
Ice Storm
Damage no longer stacks up
Damage per tick: 10.97 -> 29.25
Holy Staffs
Flash Heal
Cast Time: 1.5s -> 1s
Heal: 73.13 -> 43.88
Energy Cost: 6 -> 4
Holy Blessing
Cast Time: 1s -> 0s
Additional Healing Gained: 21% -> 30%
Heal per Tick: 7.20 -> 5.96
Maces
Ability Unlocking Order
Pull Area: Tier 8+ -> Tier 5+
Interrupt: Tier 5+ -> Tier 8+
Nature Staffs
Rejuvenating Mushroom
The heal over time can now be stacked up to 3 times
Cooldown: 5s -> 3s
Energy Cost: 9 -> 6
Heal per Tick: 51.11 -> 36.56
Ticks: 3 -> 4
Poison Thorns
The poison now spreads to all enemies in close proximity (3m radius).
Cast Time: 1.5s -> 1s
Damage per Tick: 14.13 -> 11.96
Armors
Bonus CC Duration has been removed from all armors.
Frost Shield
Armor Increase: 0.35 -> 0.30
Helmets
Meditation
This ability has been reworked to have a 2s channel.
Shoes
Blink
Range: 11m -> 8m
Delayed Teleport
Delay: 2s -> 1.5s
Sprint Shield
Duration: 6s -> 4s

Fixes


Final Beta Hotfix / Version 1.0.297 - REV 59569 / 06 September 2016


Final Beta Hotfix / Version 1.0.297 - REV 59395 / 05 September 2016


Final Beta Patch #4 / Version 1.0.297 - REV 59147 / 02.09.2016

Director's Notes

We are introducing this update as a out-of-turn response to some issues that have arisen in the new world: increased travel times, lack of attractive PvP rewards and the difficulty of running dungeons in pickup groups.

We will further monitor these issues and bring additional improvements to these topics in future updates, but we felt it was necessary to start introducing changes as soon as possible.

The next regular release will follow in a few weeks and bring the new Highlands biome along with the return of the Keepers!

Changes

Mounts
With their new Gallop Mode mounts have become way more mobile, which has a strong impact on the game. First and most important traversal is now much faster and feels better. Ganking a mount is also now more difficult, especially for solo gankers. However, we believe that ganking mounts was clearly too easy before - if a majority of mounted players face certain death whenever they encounter a ganker, they will eventually avoid using mounts altogether or avoid going out into pvp zones, ultimately decreasing the prey for the ganker too. To keep mounted players encouraged to travel through PvP areas, it is important that their chances to escape from ganks need to be reasonable.
We also revisited the roles of the rare mounts and adjusted some of their values to better differentiate them.
Note that some of these balance changes represent a compromise at this time and will be changed along with the dismounting behaviour in an upcoming update.
  • New Gallop Mode: After a few seconds of moving while mounted, your receive an additional move speed buff. This buff is cancelled if you are damaged or slowed, and put on cooldown for 8 seconds.
  • Mounts are no longer buffed by movespeed passives on equipment.
  • Move Speed Buffs, such as Flee and Sprints, are now removed when mounting up.
  • Oxen and all other mount types will be dismounted after taking the same amount of damage. Before this change, a player on an ox would not be dismounted until they were already dead.
  • Dire Wolves no longer provide any additional defensive stats or crowd control resistance.
  • Dire Bears no longer provide any additional crowd control resistance.
  • Dire Boars' crowd control resistance has been increased.
  • Undead Horses no longer increase your carry capacity.
  • Donkeys' carry capacity is slightly increased.
Increased Chest Rewards
We were unhappy with the fact that participation in open world PvP objectives did not contribute enough to the guild's objectives of improving their gear, which is why we've significantly improved their rewards.
We also felt that there was not enough variety in chest reward and frequency to cover all types of open world play: small skirmishes, daily fights and large organized guild actions. This is why we've rebalanced the frquency of different tyoes of chest spawns and their locations.
  • Rewards in chests have been increased, to make it more attractive to fight over them and create hotspots for PvP. The longer it takes for a chest to respawn, the bigger the rewards in it.
  • The smallest chests, found on the Royal Continents and around cities in the Outlands, spawn every hour.
  • Intermediate chests, found only in the Outlands, spawn once a day, during their region's battle period.
  • In castles, chests spawn once a week - 2 hours before a clusters battle period every Sunday.
Dungeon Escape Mechanic
While inside a dungeon (but not a Gateway or Hellgate), players always have an additional Exit Dungeon ability. This takes 60 seconds to cast, so it can't be used to instantly run from other players, while still being able to be used to avoid back tracking or getting left alone in a high tier dungeon.
Note: this ability currently does not work inside of gateways and hellgates.
Hellgates
Added refined resource drops to Demon bosses.
Adjusted hellgate spawn amounts and times: Gatekeepers across the world will now refresh on a 30 minute cycle.
Adjusted the balance of how many Gatekeepers appear in different areas.

Fixes

Final Beta Patch #3 / Version 1.0.296 - REV 57801 / 29.08.2016

Director's Notes

This patch mostly deals with several critical technical and balancing issues. There are several changes to the game which should allow beginning players to play together more easily, and others deals with the most obvious issues of beginning players.

After this patch, the team is working on a small feature patch which will bring improvements to travelling speed, better rewards for open world PvP objectives and a solution for exiting dungeons when mobs have spawned behind you and your group.

Changes

Balance Changes

Combat Balance

Claymores
The Claymore had too many advantages and too few disadvantages.
Iron Will
Movement Speed Increase: 44% -> 40%
Charge
Range: 11m -> 9m
Cooldown: 15s -> 20s
Energy Cost: 18 -> 16
This ability no longer roots the target, unless the target is affected by at least one Heroic Charge.

Fixes


Final Beta Patch #2 / Version 1.0.296 - REV 56991 / 15.08.2016

Director's Notes

This patch contains additional fixes and a change to the reputation system which we wanted to get to you as soon as possible - we won't be patching next week while Albion is being demoed to international press at Gamescom in Cologne. The next planned patch, outside of an emergency, is expected for August 23rd.

Changes

Balance Changes

Fixes


Final Beta Hotfix / Version 1.0.296 - REV 56656 / 10.08.2016

Fixes


Final Beta Patch #1 / Version 1.0.296 - REV 56470 / 09.08.2016

Director's Notes

In this first patch we're fixing a large number of smaller issues which slipped through the release of final beta last week. Most importantly we've revisited our setup for the reputation system and have adjusted it to the intended values.

Expect to see weekly patches for the next few weeks as the game designers, programmers and artists will continue bugfixing and tweaking the game. At the same time, the content team is busy preparing the next larger Beta Update for a mid-September release.

Changes

Balance Changes

Frost Staffs
The Frost Staff line offers strong CC and area control, but are energy-hungry weapons. However at least for the Q slot abilities, they were a bit too tedious to play. Therefore, energy costs have been reduced. With this change, the damage of the Frostbolt has been reduced, increasing the ability's focus on the CC. Hoarfrost has now been defined stronger as the damage choice on this slot.
Hoarfrost
Cast Time: 1s -> 1.5s
Cooldown: 1s -> 0s
Damage: increased by 22%
Frostbolt
Base Energy Cost: 6 -> 4
Damage: reduced by 9%
Leather Armors
The Inferno Shield was recently moved from plate to leather armors. However since the base resistances of Leather Armors is lower than Plate Armors, the ability's effective resistance gain has become much stronger. To adjust the ability's effective gain to the new armor line, the armor increase values have been reduced.
Inferno Shield
Resistance Buff: reduced by 20%
Soldier Boots
This ability's power was out of line due to its short cooldown and the very strong combination of the sprint and the shield. Therefore, the cooldown has been adjusted, to bring it in line with other sprint abilites. Because it was outrunning most other sprint abilities while also providing a strong shield, the sprint duration was reduced. The shield has also been decreased to reflect the recent changes with the way shields can be scaled up. However, it still provides the strongest shield on the shoe slot and can catch up with other sprints.
Sprint Shield
Cooldown: 20s -> 30s
Shield Strength: reduced by 11%
Duration: 10s -> 6s

Fixes


Final Beta / Server Hotfix / Version 1.0.296 - REV 55958 / 04.08.2016

Fixes


Final Beta / Hotfix / Version 1.0.296 - REV 55958 / 03.08.2016

Fixes


Final Beta / Hotfix / Version 1.0.296 - REV 55856 / 02.08.2016

Fixes


Final Beta / Version 1.0.296 - REV 55633 / 01.08.2016

For the initial release of Final Beta, we are noting only major changes, as there have been too many smaller fixes and improvements to count!

New World
We rebuilt the entire world of Albion and all individual areas from scratch, doubled it in size and overhauled layout and distribution for more variety and interesting gameplay. Here are the most important changes:
  • There are now three continents: Kings Isle, Queens Isle and the Outlands.
  • Kings and Queens (also referred to as the Royal Continents) are where the King still has power and where people that kill too many other players will have to face consequences - while people that hunt down player killers and kill mobs can build up a trusted reputation.
  • The Outlands are a huge free for all area, where Guilds will find territories to conquer and the most precious resources.
Royal Continents and the Outlands are each as big as the entire old Albion world.
Biomes
The new world consists of different biomes that all come with their own visuals, mobs and resources.
Final Beta launches with mountain, swamp and steppe biomes; during the test we will add highlands and forests.
Since not all resources are available in all areas, trading and transport will be crucial!
  • The Swamp Biome: soaky grounds, lakes, giant toads and vicious lizards. This is the home of the Undead, where you can find lots of fiber but also some wood and hide.
  • The Steppe Biome: wide, dusty plains and sharp cliffs. Plenty of animals - most of them never seen before in Albion - dominate this biome and provide hide to the hunters. Ore and fiber are the other two resources that can be found here. Morgana herself has sent out expeditions to claim this biome for her evil forces.
  • The Mountain Biome: Massive mountains, so high that they are always covered in snow only interrupted by deep, deadly canyons. This is where you'll find the castles of Morgana and where gatherers can collect lots of ore and rock.
Item system overhaul
We have simplified and expanded the item system, so you now have more choices that are easier to understand.
  • Everything is available starting from Tier 4, and the item progression and Destiny Board have been reworked to ensure that the biggest question you have to ask is "what item best fits my playstyle?"
  • A ton of new abilities have been added all over the item range.
  • The most powerful agents of the Keepers, Morganas and Undead are now in possession of ancient Artifacts that can be forged into powerful weapons and armor... if you can get your hands on them! Pieces of Artifact equipment have their own look, more power and unique abilities.
  • Artifact fragments can also be found throughout the world, and if you can find enough of them, you can meld them into usable Artifacts.
  • Both, normal items and Artifact items, can be crafted using rare enchanted resources gathered from the world, to boost their power even further.
Reputation system

The new reputation system brings another way of creating an identity for yourself within the world of Albion. A very peaceful player will rise to the higher titles and may end up with the title of Glorious at some point. However a very aggressive and hostile player will find themselves reaching the depths of their reputation and may become Dreaded by others.

GvG rework
GvG has had a major facelift with improvements both visually and mechanically. Here are some of the key changes to the new GvG system:
  • Watch Towers are a new type of territory which have no physical boundary keeping players out of them. Watch Towers do however have NPC guards which are aligned to the owning Guild, and will fight off any intruders (and alert their Guild!) Some Watch Towers also oversee arable land that can be used for farming.
  • The GvG Timing System is now regionalized, to ensure that players are playing with and against players with the same typical playing hours as they have.
  • The actual GvG Battle has had massive facelifts, improved UI, visuals and audio.
  • Counter Attack System ensures that you really want to commit to a fight.
  • Defender Bonus has now been reworked to allow Guilds on the brink of losing their territory to have the highest chance of defending it. This will encourage Guilds to fight right to the bitter end.
  • GvG fights are now scheduled on the worldmap, and the scheduling process has had a lot of quality-of-life polish to improve the experience.
Read more on our news post about the GvG rework
Economy rebalance
The economy has had a complete overhaul, adjusting drop rates, silver rewards, repair cost, resource availability and more - all with the goal of better rewarding you for being faster, stronger and smarter than your competitors.
Combat rebalance
Substantial work has been done on items and abilities - see below!

Still to Come

Further content will be rolling out over the course of Final Beta.

Known Issues

Item Changes

New Base Weapons
  • Dual Swords in Sword line
  • Light Crossbow (one handed) in Crossbow line
New Artifact Weapons and Equipment
  • Bloodletter in Dagger line
  • Carrioncaller in Axe line
  • Clarent Blade in Sword line
  • Black Monk Stave in Quarter Staff line
  • Tombhammer in Hammer line
  • Whispering Bow in Bow line
  • Weeping Repeater in Crossbow line
  • Lifecurse Staff in Cursed Staff line
  • Witchwork Staff in Arcane Staff line
  • Lifetouch Staff in Holy Staff line
  • Eye of Secrets offhand in Tome line
  • Sarcophagus offhand in Shield line
  • Graveguard Helmet in Plate Helmet line
  • Graveguard Armor in Plate Armor line
  • Graveguard Boots in Plate Boots line
  • Stalker Hood in Leather Hood line
  • Stalker Jacket in Leather Jacket line
  • Stalker Shoes in Leather Shoes line

Combat Balance Changes

Overview
With Final Beta every player starts with a fresh character and gear. We took this opportunity to revisit all the abilities and items in the game. Various items and abilities have been moved, values changed and mechanics adjusted to create an overall more interesting and compelling PvP dynamic and PvE experience.
Weapon passives have been reworked completely. They don't offer any passive stats any more, but are instead tied to actions. These passives are now triggered every x-th auto attack or after x ability activations. This way the passive can be used more actively and reliable in combat, adding another layer of strategy and build optimization. Because of their increased importance, passives are now available on one handed and two handed weapons. Therefore the offhands don't have any selectable passives anymore.
Since mobility is such an important factor in open world PvP the mobility differences in weapons and armors has been reduced. This doesn't mean that all weapons and gear provide the same amount of mobility, but the gaps are generally toned down.
Every weapon now has always one ability in the "E" slot. In case a weapon offered multiple E abilities before, one of them stayed on the weapon and most of the other options are available on the Artifact weapons or are either moved to the W ability slot or removed from the game.
Normal attack interval has been increased for all staff weapons. Damage per normal attack has been lowered, to keep the DPS the same. This change helps to activate passives over auto attacks.
On top of this, there have also been many visual improvements, bug fixes and balance tweaks to fit the new meta.
Arcane Staffs
All shield abilities are now also increased by Heal Power, so they become stronger with Cloth Armor or any other heal power increases. This gives Arcane Staff wielders stronger shielding abilities if they decide to not go full tank, while the tanky Arcane Staff can still be played the same way as before.
Black Hole
The ability has been moved to an Artifact weapon.
Axes
The Halberd was moved to the axe line, because the weapon's theme fits better into this line. Because of this change, the Scythe has become an Artifact weapon, making the weapon harder to obtain but also more valueable and fearsome.
Weapon Tree Changes
Weapon #1: Axe - Ability: Vampiric Strike
Weapon #2: Great Axe - Ability: Whirlwind
Weapon #3: Halberd - Ability: Rending Swing
Scythe will be available later as an Artifact weapon.
Crossbows
A new one-handed crossbow type entered this weapon line, introducing new possibilites to combine a crossbow with various offhands.
Because the cast time of Knockback Shot was really hard to utilize, the ability is now an instant cast. When played together with the new knockback passive, the crossbow can offer a lot of disruption, at the expense of the extra damage or slow from the other ability choices of the W ability slot.
Weapon Tree Changes
Weapon #1: Crossbow - Ability: Snipeshot
Weapon #2: Heavy Crossbow - Ability: Sweeping Bolt
Weapon #3: Light Crossbow - Ability: Exploding Shot
Knockback Shot
Has been changed to an instant ability with lower cast range.
Daggers
The Dagger's E ability was limited to five hits only, which made it straightforward but also didn't leave much room for optimizing the ability's appliance. To make the ability more interesting, it is now only limited by an uptime, which makes it possible to stack attack speed buffs to get more damage out of the ability. This adds a layer of possible build improvements, and brings this item more in line with the burst damage theme of this weapon tree.
New Ability on W Slot: Throwing Blades
Poison Coating
The ability is now active for 5s and only limited by that uptime, rather than the number of attacks.
Fire Staffs
The Great Fire Staff offered two mighty AoE abilities: the Meteor and the Magma Sphere. With their focus on big groups, both of these abilities fit much better on Artifact weapons. As a result, the Great Fire Staff got a new E ability: the Flame Pillar. This provides good constant AoE damage, but less burst potential against big zergs.
New Ability on Q Slot: Fire Bomb
New E Ability on Great Fire Staff: Flame Pillar
Meteor and Magma Sphere
Both abilities have been moved to Artifact versions of the fire staff.
Frost Staffs
All the E abilities of this line have been reviewed and adjusted, to reinforce a distinct role for each weapon in this category. The Freezing Wind will now root enemies; the root breaks on damage, which can be very strong in coordinated small scale PvP or for solo kiting. Hail's focus is on damage, and without the cast time it is much more reliable in hitting the first wave. Blizzard's area control is still strong - the uptime was reduced, but to balance this out the storm now moves faster.
Freezing Wind
The ability now freezes and roots enemies on hit. The root breaks on damage.
Hail
Cast time has been removed and the damage has been increased.
Blizzard
The blizzard now moves faster, but the uptime has been reduced from 15s to 10s.
Hammers
Stalling Slam
The ability has been removed.
Tackle
Increased stun duration and damage.
Giant Steps
The ability has been moved to an Artifact hammer.
Holy Staffs
Holy Staffs got a new ability buffing cast speed for the W slot. This allows for more burst and mobility, to increase this weapon tree's potential in PvP scenarios such as GvG Battles.
The Divine Staff's Resurrection ability was too situational as an E ability; for this reason, the ability has been moved to the W slot and is available on all Holy Staffs. From Tier 7 on, all Holy Staffs can now switch to Resurrection for specific situations like big group fights.
New Ability on W Slot: Enlightenment
New E Ability on Divine Staff: Divine Protection
Resurrection
Is now a W ability on all Holy Staffs, available from Tier 7 onwards.
Maces
New Ability on W Slot: Stalling Slam: It stops the enemy's energy regeneration.
Battle Howl
Radius slightly increased, and it also generates Threat.
Root Prison
Now generates Threat each tick.
Powerful Strikes
This ability has been removed.
Quarterstaffs
The Quarterstaff line was great for disrupting enemies with all its knockback abilities. However the Iron-Clad Staff was generally the best weapon for this job, leaving the other two staff types a bit underused. Therefore the E abilities of these two have been adjusted. The Quarterstaff now also reduces enemy attack speed, lowering the enemy's damage output and countering builds that rely strongly on normal attacks. The Double Bladed Staff now slows all enemies around the impact area instead of the knockback - a strong weapon to deny enemies an escape.
The ability Taunt is now available on the W slot
Forceful Swing
It now also applies an attack speed debuff to enemies, and the radius has been increased.
Overpower
Moves faster and applies an AoE slow instead of the knockback.
Tornado
This ability has been moved to an Artifact weapon.
Spears
Spear line was by far the most mobile weapon tree in the game, and could too easily enforce an engage or disengage. For this reason, the ability Forceful Charge was removed, and the speed boost from the Spirit Spear has been reduced. Spears still have a lot of versatitlity, but they can't completely control the engage and disengage against any other weapon type anymore.
Additionally, the Halberd was replaced with the Glaive, which fits the weapon line's theme much better. The Glaive still has the Fling ability, which can now be used in combination with Spirit Spear. The Rooting Smash from the old Halberd is now found on the Pike, and the Harpoon is on an Artifact spear.
Added Ability on W Slot: Charged Blade
Weapon Tree Changes
Weapon #1: Spear - Ability: Reckless Charge
Weapon #2: Pike - Ability: Rooting Smash
Weapon #3: Glaive - Ability: Fling
Spirit Spear
Range and speed bonus have been reduced.
Harpoon
This ability has been moved to an Artifact weapon.
Low Stab
This ability has been removed.
Forceful Charge
This ability has been removed.
Swords
Dual Swords are replacing the Glaive, which can now be found in the spear line. The Dual Swords bring a strong AoE skill which also deals a percentage of the enemy's max health as direct damage.
Iron Will is now a W ability, which in combination with the Heroic Charges can make you very sticky to a target. The Interrupt and the Mighty Blow got a self-buffing component, adding more strategic possibilities.
Weapon Tree Changes
Weapon #1: Broadsword - Ability: Mighty Blow
Weapon #2: Claymore - Ability: Charge
Weapon #3: Dual Swords - Ability: Spinning Blades
Mighty Swing
This ability has been moved to an Artifact weapon.
Fearless Strike
This ability has been moved to an Artifact weapon.
Iron Will
This ability has been moved to the W slot.
Interrupt
Now also increases normal attack damage, based on number of Heroic Charges (without consuming the stacks).
Mighty Blow
Now also increases AR/MR.
Charged Blade
This ability has been removed from the sword line.
Sword Wall
This ability has been removed.
Offhands
Since one-handed and two-handed weapons both now have passives on them, the passive choice from the offhand has been removed. But, with all the new Artifact Offhands coming into the game and all boosting a different stat (or stats), a lot of choices and combinations will be possible.
Offhands no longer offer passives.
Offhand Stats:
Shield - Increases Bonus Defense and Threat Generation
Book - Increases Cast Speed
Torch - Increases Normal Attack Speed
Energy Regen has been moved to an Artifact offhand
Cooldown Reduction has been moved to an Artifact offhand
Armor Ability
All armor chest lines offer now at least one ability that increases movement speed. For the cloth line it is the Speed Caster, for Leather it's Haste and for Plate it is the new ability Wind Shield. This change was made to decrease the mobility differences in armor types, because mobility is so crucial in open world PvP and solo roaming.
Also, various underused helmet and shoe abilities got some buffs and added effects. For instance, the Energy Shield on Soldier Boots got a stronger shield value, and the Howl ability now also decreases enemy attack speed. Energy Regain is now an ability choice on every helmet, similiar to the Mend Wounds on armors. Some strong group-oriented abilities like Smoke Bomb and Electric Field are now on artifact items.
Cloth Robe
Speed Caster
Now also provides a move speed bonus.
Leather Jacket
Added ability on all Leather Armors: Inferno Shield
Haste
Movespeed buff toned down.
Electric Field
This ability has been moved to an Artifact leather armor.
Plate Armor
New ability on all Plate Armors: Wind Shield
Inferno Shiled
This ability has been moved to the leather armor line.
Haste
Movespeed buff toned down.
Electric Field
This ability has been moved to an Artifact leather armor.
Leather Hood
Available ability choices:
All Leather Hoods - Energy Regain
All Leather Hoods - Howl
Mercenary Hood - Cleanse
Hunter Hood - Bear Trap
Assassin Hood - Meditation
Howl
Now also reduces the enemy's attack speed.
Smokebomb
This ability has been moved to an Artifact leather hood.
Plate Helmet
Available Ability choices:
All Plate Helmets - Energy Regain
All Plate Helmets - Emergency Heal
Soldier Helmet - Energy Shield
Knight Helmet - Block
Guardian Helmet - Stone Skin
Energy Shield
Now also increases AR/MR while the shield is up.
Block
Now also gives a move speed bonus.
Sacrifice
This ability has been moved to an Artifact plate helmet.
Leather Shoes
Invisibility
Now reveals only invisible enemies and makes no sound. Channel duration has also been increased.
Plate Boots
Sprint Shield
The shield strength got increased; it now absorbs more damage than the Shield Charge.
Shield Charge
Radius has been reduced, and max targets is 5.
Giant
Now also gives a 25% movespeed bonus.

Everything in its place

The world has been destroyed, that it might be remade anew.


Darian Patch #1 / Version 1.0.282 - REV 49472 / 20.05.2016

Director's Notes

This is a rapid follow-up patch to the Darian release, to fix some outstanding localization issues, and resolve some balance problems with mount item values.

Fixes


Feature Release "Darian" / Version 1.0.272 - REV 49107 / 18.05.2016

Director's Notes

Darian is our last content update throughout this phase of Beta- we're hoping to test several new features and changes along with a new set of spells. The team is now working in full force on preparing the next phase of beta on which you can expect more details soon.

Features

Study items
In crafting buildings, you can now "Study" crafted items.
  • You can study multiple items, and even multiple types of item, at once, provided other requirements are met.
Studying an item destroys it.
Studying an item grants you Fame towards the same Destiny Board unlocks that crafting that item would.
Studying an item is intended to be equivalent to repeatedly salvaging and recrafting it: you can spend Crafting Focus on it, Premium status improves the Fame gained, and the overall Fame gain should be equivalent.
The main limitation on what you can study is that you must be able to craft any item you want to study; it does not matter who crafted it, in much the same way that it doesn't matter who gathers the resources you use to craft.
It is also necessary that the item is at full durability, and that the building you're using can craft that item.
LP spending improvements
You can now use LP to unlock Mastery Levels on the Destiny Board from the beginning, rather than only after 20% of the Mastery Level is completed.
It costs 8 times more LP per Fame to unlock the first 20%, so it's still more efficient to unlock that section through normal gameplay.
Player Spell Area Visualization
To further increase the readability of PvP, we implemented a pre-visualization of player AoE spells. This means on any AoE spells, the area will be highlighted on cast start.
The area will be filled with a gradient, this fill shows the exact time when the spell will hit the area.
The color of the area indicates the type of spell: enemy damage, friendly heal, enemy heal or friendly damage.
12 New Spells
Charge on Claymore (slot 3)
Fearless Strike on Claymore (slot 3)
Bloody Reap on Scythe (slot 3)
Magma Sphere on Great Fire Staff (slot 3)
Tackle on Great Hammer (slot 3)
Black Hole on Great Arcane Staff (slot 3)
Tornado on Double Bladed Staff (slot 3)
Enfeeble Blades on Demonic Staff (slot 3)
Salvation on Divine Staff (slot 3)
Battle Frenzy on all Axe line items (slot 2)
Sacred Pulse on all Holy Staff line items (slot 2)
Sunder Shot on all Crossbow line items (slot 2)
The Followers and Disciples of Morgana have been partly reworked!
New Spells!
New Mobs!
New Encounter Composition!
Enter the Dungeons of Morgana and challenge their new abilities and allies. Killing them might prove more rewarding than you expect.

Improvements

Changes

Balance Changes

Arcane Staffs
Arcane Staffs Arcane Protection did not really shine as a slot 1 ability so far. The shield was quite weak and had a long cast. This has no been changed to an instant ability, allowing a more reactive playstyle.
The invulnerability on Enigmatic Staff was changed to a damage shield in the last content update, which fixed the staffs scaling per tier. However the damage absorbed per tick was too low, which hurt the Enigmatic Staff's core role.
Arcane Protection
Damage Absorbed increased by 6%
Cast Time: 1s -> 0s
Base Energy Cost: 7 -> 6
Shield Duration: 5s -> 4s
Invulnerability
Damage Absorbed per tick increased by 60%
Bows
The biggest change is on the Frost Shot. This spell should allow for good mobility, but the distances covered on high tiers was never intended and was actually a bug. Therefore the knockback distance is now always fixed to 11m.
Bows were also a bit too strong in dishing out instant AoE Damage, so Multishot damage was toned down a bit and the Rain of Arrows now have a 1s delay before they hit.
The Poisoned Arrows seemed a bit weak compared to the other slot 1 choices, so the DoT has now 6 ticks, making it easier to stack up the DoT as well as dealing more damage overall.
Poisoned Arrow
Number of Damage Ticks: 5 -> 6
Base Energy Cost: 5 -> 4
The Poison deals now magic damage.
Multi Shot
Damage Reduced by 8%
Frost Shot
Knockback distance is now fixed to 11m
Rain of Arrows
Added a delay of 1s before the first wave of arrows hits the ground
Crossbows
The Caltrops used to be a combination of damage and some CC. With the new spell Sunder Shot on slot 2 being now the best choice for damage, the focus of the Caltrops has been shifted more strongly onto the CC aspect.
Caltrops
Area Size: 1m -> 1.5m
Base Energy Cost: 3 -> 4
Slow Strength: 22% -> 50%
Damage Reduced by 44%
Cursed Staffs
Due to the heavy Armor reduction, the Armor Piercer has been extremely strong in group fights. To make Cursed Staffs a bit less mandatory the AR/MR reduction has been reduced and the damage increased. This way the spell's damage output stays still high, but the effectiveness doesn't multiply in groups as much.
Armor Piercer
AR/MR Reduction decreased by 38%
Damage increased by 75%
Daggers
Infiltration's long hit delay made the spell too hard to hit against other players. The hit delay has now been reduced to make the spell more viable for pvp.
Infiltration
Hit Delay: 2.5s -> 1.5s
Holy Staffs
With the changed, faster executions, the 2s cast time was too long to successfully resurrect an ally. So the cast time has been adjusted.
Resurrection
Cast Time: 2.s -> 1s
Maces
After Cador we saw less Mace line items in the game, because without the help of the old armor spells the Hammer offered the better straightforward CC. With this patch we define the sub-roles of the different Mace line items more strongly, while also offering Maces a strong CC spell on slot 2.
Pull Area
Hit Delay: 0.2 -> 0.6s
Area Size: 5m -> 7m
Silencing Strike
The spell now also purges enemy buffs on hit.
Battle Howl
Silenced duration increased by 17%
Root Prison
Enemies hit will now stay rooted for 2s after the channel ends.
Channel Duration: 4s -> 3s
Nature Staffs
The Well of Life heal was a bit too low, considering how risky it is to stay in place in the circle against another player team. To make up for the risk, the heal strength has been increased.
Well of Life
Heal increased by 10%
Spears
Increased the Dash Speed of the Reckless Charge to make it easier to hit and be useful for repositioning.
Reckless Charge
Dash Speed: 0.2 -> 0.6s
Swords
The Heroic Strike charges have been buffed to give the sword line more mobility and stickiness to the target. Also, the Cleave ability now also applies the Heroic Strike charges, so it is possible to get the max out of the slot 3 abilities, independent from the Q choice.
To further increase the Swords' mobility, players can now also freely move during the whole Mighty Swing animation.
Heroic Strike
Speed Buff per Stack: 6% -> 10%
Speed Buff Duration: 5s -> 6s
Cleave
Now also applies Heroic Strike Charges on hit
Mighty Swing
Standtime: 1s -> 0s
Cloth Armor
Frost Shield was making the squishy armors a bit too tanky, which outshone the other spell choices and also made the Cloth Armor users bypass their weakness too easily. Therefore the AR/MR buff strength has been reduced.
The penalty on the Speed Caster was removed, because picking this spell already has the drawback of sacrificing any defensive ability from the chest. Considering how squishy Cloth Armor is, this is already a big commitment.
Frost Shield
AR/MR Buff decreased by 33%
Speed Caster
Spellpower Reduction Removed; the cast speed bonus now has no penalty.
Mighty Swing
Standtime: 1s -> 0s
Cloth Helmet
The cleanse has been removed from the Ice Block, because the damage immunity alone is already a very strong choice for this slot.
The Speed Caster has been way too niche so far. With this update it also offers a 20% cast speed to make the spell more useful.
Ice Block
Removed the Cleanse
Can't be used when silenced anymore
Disruption Immunity
Added an additional 20% Cast Speed buff to the spell
Leather Helmet
To make cleanse more valuable and encourage using cleanses in team composition the spell now also cleanses allies in close proximity.
Cleanse
Now also cleanses allies in close proximity
Plate Shoes
The Shield Charge was capable of absorbing too much damage, especcially in comparison with other shielding abilities like Sprint Shield.
Sprint Shield
Damage Absorbed increased by three times
Shield Charge
Damage Absorbed decreased by 15%
Misc
To allow for more possible combinations of damage buffing builds, the maximum damage buff cap has been increased.
Max Damage Buff: 150% -> 200%

Fixes


Hotfix / Version 1.0.270 - REV 47521 / 22.04.2016

Director's Notes

Changes

Mischievousness (Passive on 2h Cursed Staffs & 2h Axes)
The passive now gets triggered only on auto attacks, was also triggered on damage done by spells before.
Heal value reduced by 50%
Stunning Strike (Passive on Quarter Staffs)
The passive now gets triggered only on auto attacks, was also triggered on damage done by spells before.

Cador Patch #3 / Version 1.0.277 - REV 47108 / 21.04.2016

Director's Notes

This small maintenance patch consists of smaller fixes resulting from level designers and game designers working through the backlog of reported issues.

Changes

Holy Staffs
The Resurrection spell was too powerful in combination with the death mechanic changes.
Divine Staff
Resurrection revives targets at 30% health, reduced from 100%.

Fixes


Cador Patch #2 / Version 1.0.277 - REV 46610 / 06.04.2016

Director's Notes

This maintenance patch is primarily launched to fix a potential equipment exploit introduced with Cador. We've also added some bugfixes which were done last week. The team is now focused on preparing the next major update!

Fixes


Cador Patch #1 / Version 1.0.277 - REV 46246 / 31.03.2016

Director's Notes

This small patch includes some tweaks & bugfixes which didn't make it into the release of Cador last week. As part of ongoing testing, we're also tweaking the execution mechanic to make it significantly easier to pull off executions in the middle of a battle.

Improvements

Fixes


Feature Release "Cador" / Version 1.0.277 - REV 45962 / 23.03.2016

Director's Notes

With Cador we're releasing a number of changes directed at improving the PVE experience in Albion - most prominently the addition of group loot and repair kits. We've also completed our work on the Heretic mob faction.

Cador also marks an important step in our plans for combat: The completed armor rework allows us to now turn our attention to adding more ability choices to existing weapons.

As part of the PVE improvements, Cador also changes mob lethality and the death mechanic. We are aware of concerns regarding the impact of extending this change to PVP, but there are several reasons why we want to test these changes in public to see how big their impact really is.
For one, killing another player will have a strong reputation impact in the upcoming reputation system - we really like that the new mechanic makes this a very conscious choice. Additionally, we believe that the changes add tactical depth and excitement to PvP encounters. We want to test these changes for at least two weeks before making a final decision.

Features

Armor Rework
While we were quite happy with the distinct combat roles heavy, medium and light armors offered, the differentiation of Cloth, Leather and Plate on top of it was making the system too convoluted and hard to read. That is why we simplified it with this update: now, all heavy armors are Plate, all medium armors are Leather, and all light armors are Cloth.
We're also introducing 24 new spells! Now each armor item has one unique spell only available on this specific item, which opens up lots of combinations for your very personal build. On top of this, the three different types of Leather Armor (formerly medium armor) now each have a distinct specialization within the Leather range, emphasized with different spells and stats. The same applies for cloth and plate.
Of course, you keep all your items and Destiny Board progress. All old armor pieces in the game will be replaced with their equivalent in the new system, and reforging existing items gives you access to the new spells.
The Destiny Board armor progression in the fighter line and crafter line were different under the old system - fighters progressed by weight, while crafters progressed by material. We found this confusing, and it also didn't work well with this armor rework, so with this update the fighter line and crafter line progress through the same armor items. In the fighter line: all the old "light" items will now be Cloth, all "medium" items will now be Leather, and all "heavy" items will be Plate, so if you were a tank before with the heavy line, you're still a tank with the new Plate line. For crafters, all the old Plate items will stay Plate, all Leather items will stay Leather and so on. This means if you were a Cloth crafter before, you can still craft all the Cloth armors (so your materials stay the same), but instead of being able to craft one DPS set, one tank set and one hybrid set, you'll be able to craft all the DPS armors instead, as they'll all be Cloth.
  • All Heavy Armor items are now Plate!
  • All Medium Armor items are now Leather!
  • All Light Armor items are now Cloth!
  • 24 New Spells!
    • You'll need to reforge your old armors if you want to gain access to these, of course.
  • Three unique variations of Cloth, Leather and Plate items per armor slot to specialize your unique build.
  • Shoe spell choice is now an important part of your build! Shoes now offer very different spells, not just variations of sprint.
The Heretics finally get some love
New dungeons!
New mobs!
New bosses!
New lighting setups!
New entrances and exits!
New death mechanics
You will now always be knocked down at 0HP.
Your health will regenerate over 180s; when you reach full health you will get back up again.
  • If no players were involved in knocking you down, then your health regen rate
    increases by 10x
    once you are no longer on any mob's aggro list.
You have some minor protections after you get up (primarily being ignored by mobs for 15s).
Knocked down players in red and black zones can be executed by players. This takes 1.5s, and is interrupted by damage.
Knocked down players can only be interacted with to execute or resurrect them, and will not take damage from AoEs etc.
Mobs in red and black zones will begin executing knocked down players once there are no standing players left on their aggro list. This is also interrupted by damage.
Repair kits
You can now build Repair Kits.
They are built at Toolmakers, and cost 8 metal and 8 planks of the appropriate tier.
These are pieces of furniture which can be placed in the world (including in dungeons, but excluding starter zones).
They decay over time if left in place.
They can be picked up again by their owner.
They allow any player to repair their damaged equipment, as with a repair station.
They cost twice as much silver to use as a normal repair station.
Mount farming improvements
You can now buy baby horses and baby oxen for every tier between 3 and 8.
Their costs, grow times and nutrition use per hour all scale with higher tiers.
You now need an adult animal of the appropriate tier to craft a mount.
Destriers are gone; you can now craft armored horses using a normal horse of the appropriate tier, starting at T5.
  • Existing destriers/destrier babies will be converted automatically into T5 horses/horse babies. Note that this does not affect armored horses, only the farmed animals.
The ability to raise higher-tier mounts is unlocked sequentially by tier in the Destiny Board.
Improved spell state visuals
When "pushed" (by clicking, for example), spells darken in addition to scaling, and this effect now works more quickly.
When hovered, spells now have a bright yellow glow around them.
Channelled spells' icons stay in the "active" state while channelling.
Disabled spells are now clearer, and can display both disabled and cooldown states simultaneously.
Spell selected state is now clearer.
Spell bar
There is now a permanent "spell bar" that shows all available spell slots, even when no spell is present in that slot.
Obscured Character Highlighting
Characters and mobs that are behind terrain features or other large props will now be highlighted so they're substantially easier to see.
  • This can be disabled in settings.
Group Loot
Party leaders can switch between "party loot" and "free loot" (the default being the former) at any time.
Free loot works the same as current looting rules.
Party loot randomises loot from party kills between nearby party members.
You can see loot assigned to other players, but can only loot your own loot.
This protection lasts until the general mob loot protection wears off (ie 120s).
The way a mob is going to drop loot is determined when a group member first engages that mob (since its last reset).
  • If your party leader switches to free loot halfway through a boss fight, the loot from that boss will still be distributed as per party loot rules.

Improvements

Changes

Balance Changes

All One Handed Weapons
The progression of one-handed weapons has been reworked. The Ability Power gap to two-handed weapons was too big under the previous progression, so it's been reduced.
In general one-handed weapons now have more Ability Power and damage than they previously did. The actual damage and AP increase depends on the weapon's effective tier: At Tier 1 it is the max increase of 18.3%. That increase gets gradually reduced with each increasing tier until at max tier the increase is 0%, so exactly like the weapon used to be.
The reasoning behind this is, two-handed weapons always had 20% more AP/damage than one-handed weapons. That difference will be made up by the stats of the max tier reworked offhand. The impact and importance of the offhand increases with each effective tier, so for example a T1 offhand grants a bonus that makes up for 1.7% DMG/AP loss. Combined with the 18.3% DMG/AP buff on the T1 weapon it will compensate the extra 20% DMG/AP of two-handed weapons.
Reworked Offhands
The progression of the offhands have been reworked to match the new progression of one-handed weapons (see above). We also changed the stats of the offhands.
First of all Shields are now the best tanking option: they now give % based AR/MR increase. They used to give a straight AR/MR bonus, which was more beneficial for squishies than for tanks. We found this counter-intuitive, and it made the Torch the best offhand choice for tanks - the Torch was always competing with the Shield, because they both buffed effective hitpoints.
With this rework the Torch is buffing your cooldown speed, instead of hitpoints, making it the better offensive choice. The Tome is similiar to how it used to be, it's just beenadjusted to match the new one-handed weapon progression.
Shields
Give a % based AR/MR bonus
Torches
Give a % based Cooldown speed bonus
Tomes
Give a % based Max Energy and Energy Regen bonus
Axes
The Energy Shield has been removed from the weapon lines. It is now available for the Soldier Helmets, where it fits much better than on a weapon. Now you don't have to sacrifice one of your three weapon spell slots to bring the shield into battle.
Energy Shield
Removed Energy Shield as a spell choice.
Arcane Staffs
The one-handed Arcane Staff so far was nice, but didn't really have its unique combat role so far. That's why we made the Arcane Orb now also purge enemy buffs, to give it its own sub role to shine in.
The Enigmatic Staff on the other hand has its role already well defined - but the invulnerability had the problem that it was not getting better at all with increasing tiers. So now, the beam applies a shield that can be outdamaged, and the strength of this shield increases at higher tiers.
Arcane Orb
The Orb now also purges enemy buffs on hit
Invulnerability
Instead of full invulnerability, the spell now applies a shield that can be outdamaged. The shield strength scales with increasing tiers.
Bows
Previously, when shooting Magic Arrow there was a small delay before the projectile was actually fired after the button press. This is now gone. The projectile now shoots instantly, making the spell more responsive.
Magic Arrow
Removed the small delay before the projectile is fired.
Crossbows
Caltrops on the Crossbows was a very nice defensive ability. But for a ranged weapon, we found it would be much more fitting to place traps where you want on the battlefield, without the need to move to the desired position. That's why we reworked the spell, so you can now shoot the trap directly into the ground. The trap is smaller and the slow is weaker, but it has only a 3s cooldown, so you can create a minefield in the enemy line. In case you also want to use the old Caltrops - the trap you place beneath your feet and almost roots enemies - well, the Bear Trap on the Hunter Hood does pretty much that, so you still have that option available if you want it.
With the 3s cast time, the Snipe Shot is very hard to get off in PvP. With all the interrupts and increased mobility in the game, the spell design felt a bit outdated. To fix this, we increased the range a lot. Getting the cast through is still difficult, but once an enemy has been targeted there is no easy running out of range now. Perfect to snipe down casters from the back row.
Heavy Crossbow users had a hard time hitting multiple targets with the Exploding Shot, due to the long delay before the bomb detonates. This delay has now been tuned down, to make it less easy for enemies to avoid the AoE damage of the bomb.
Repeating Crossbow is one of the best ranged DPS weapons. A well-timed Sweeping Bolt can pierce through multiple targets and hurt the enemy team a lot. We hope to see more of these nice shots in GvGs; however, the damage was a bit too good, stealing the show of other ranged DPS weapons, so it's been toned down a bit.
Caltrops
Reworked the spell: You can now shoot small traps into the ground
Snipe Shot
Cast Range: 10m -> 15m
Exploding Shot
Explosion Timer: 5s -> 2s
Sweeping Bolt
Damage reduced by 7%
Daggers
The Dagger line has been missing an offensive spell choice on slot 2, so we gave them the new spell Deep Cuts, a spell that drastically reduces the healing recieved of its victims. Also, the speed of Dash was doubled - now it is a pretty fast repositioning tool, that isn't easily outsprinted.
Deep Cuts
It is a new spell choice on slot 2: It reduces the Healing Recieved of the target.
Dash
Dash speed is doubled
Fire Staffs
The game has changed quiet a bit, and long casts have become more and more difficult to get through in PvP. The Fire Staff line has typically had long casts with strong damage - we want to keep that identity, but there was the need to adjust the cast times a bit. So the Pyroblast has a shorter cast time and reduced damage, and the Meteor lands a bit faster after the cast.
Pyroblast
Cast Time: 2.5s -> 2s
Damage reduced by 12%
Meteor
Hit Delay: 3.4s -> 2s
Hammers
Hammer line items can be slow to level up in PvE, so we've added Heavy Cleave as a good damage spell choice. This also has nice synergy in PvP, because it can be used in combos with the Hammers' stuns. We also made some adjustments to some slot 3 spells to make them a bit more threatening, and less easily avoided.
Heavy Cleave
It is a new spell choice on slot 2: A 1s cast time AoE attack.
Earth Shatter
Area Size: 5m -> 5.5m
Hit Delay: 0.5s -> 0.4s
Giant Steps
Removed the self-slow
Maces
Mace line items can be slow to level up in PvE, so we've added Heavy Cleave as a good damage spell choice. The Pull Area of the former Heavy Armors is now a spell option on slot 2 for all Mace line items. Charge Shield has been removed, because the Mace already has another Charge spell. A reworked version of the Charge Shield can now be found on the Knight Boots.
The Flail was one of the less useful weapons in the game, so it was time to give it a new E spell. Now it has a reworked version of the Root Prison (former Heavy Armor spell). With the Root Prison and the Pull Area available on one weapon, the Flail can now shine as a control tank weapon.
Heavy Cleave
It is a new spell choice on slot 2: A 1s cast time AoE attack.
Pull Area
The spell from the old Heavy Armors is now available as new spell choice on slot 2
Charge Shield
Removed Charge Shield as a spell choice.
Root Prison
The spell from the old Heavy Armors is now available as new spell choice on the Flail for slot 3
Nature Staffs
In a 1v1 scenario or solo PvE Nature Staff users were a bit too good at out-sustaining their enemies. To reduce this constant outhealing of incoming damage, reapplying Rejuvenation at max stack will now consume the stacks for a energy bonus. This change also adds a layer of new tactical decisions to this spell.
Rejuvenation
Rework: If the spell is reapplied when fully stacked up, all the stacks are consumed for an energy bonus
Quarter Staffs
Hurricane is a great disruption spell, making this weapon a strong addition to a GvG team. However it is a little bit too good at its job, stealing too much of the spotlight from other tanking weapons. This is why the uptime of it has been reduced by 20%.
Hurricane
Channel time: 5s -> 4s
Spears
The Spirit Spear's constant max stack uptime was just too good and didn't offer many interesting choices. To make the stacking up not an auto-pilot playstyle, reapplying the Spirit Spear at max stack will now consume the stacks for a short movement speed boost.
Spirit Spear
Rework: If the spell is reapplied when fully stacked up, all the stacks are consumed for a movement speed bonus
Harpoon
Removed the small delay before the projectile is fired.
Rooting Smash
Stand time: 1s -> 1.4s
Damage reduced by 15%

Fixes

Known Issues


Hotfix / Version 1.0.270 - REV 44233 / 25.02.2016

Fixes


Changelog

Patch / Version 1.0270 - REV 44485 / 02.03.2016

Fixes


Hotfix / Version 1.0270 - REV 44233 / 25.02.2016

Fixes

Known Issues


Patch / Version 1.0.270 - REV 44044 / 24.02.2016

Director's Notes

This intermediate patch introduces quick salvaging (quickly select many items in a row using shift-click) and several oft-requested changes & fixes. The team is now focusing on the next major update, which is due in late March.

In addition, we have reworked our Terms & Conditions (including Founder's Pack and Invite Friends T&C, which you can find on our website) as well as our Privacy Policy. This is to reflect the changes the game has undergone over the last months, i.e. the fact that it is persistently running, you can buy Premium and Gold and the fact that the game will not be "Free to Play" at launch.
We've also included some updates to policies that were discussed in the forum, most notably regarding multi-accounting being allowed when adhering to certain rules and the fact that modification of the client software and interaction with our game servers with anything but the official client is strictly forbidden.

New Features

Changes

Fixes


Hotfix / Version 1.0.270 - REV 43918 / 19.02.2016

Fixes


Hotfix / Version 1.0.270 - REV 43771 / 17.02.2016

Director's Notes

This patch fixes an immediate issue to avoid potential exploits in GvG. Additionally, it's fixing a control issue accidentally introduced in a previous update.

The team is currently preparing a larger patch for next week which will contain a number of bugfixes and several smaller features. We're aiming to bring this upcoming patch to the test server on Thursday this week.

Fixes


Patch / Version 1.0.269 - REV 42967 / 03.02.2016

Director's Notes

This patch fixes a few issues accidentally introduced with Brutus and launches some smaller changes/fixes the team had a chance to make last week.

In a significant change, the patch lowers the Destiny Board minimum mob tier requirement, so that you can now level your combat gear with almost any mob in the game. This is only the first step of a series of changes to Fame gain. The next steps will include a bonus to Fame and loot for mobs in PVP zones, and a bonus to Fame gained in group play. These changes will eventually allow us to rebalance Fame gain, and will be incorporated into the planning of the new game world.

We're still a while away from announcing the date for the next major update, but you can look forward to another patch coming in just a few weeks.

Balance Changes

Axes:
Axes are a little bit too energy-hungry right now. They are designed to be energy hungry damage beasts, but they run out of energy a little too fast, so we decreased the energy costs a little.
Rending Strike:
Base Energy: 6 -> 5
Axe Smash:
Base Energy: 13 -> 10
Bows:
The Bows have a lot of utility and sustain damage. The lack of burst damage made them a bit too slow in PvE, though, so we buffed Deadly Shot to give a strong Q-Spell choice for PvE.
Deadly Shot:
Damage increased by 20%
Base Energy: 3 -> 6
Holy Staffs:
As much as we want Healers to be able to also do solo PvE, we went a bit too far with the last buff for Smite, so we are rolling back the damage changes. It will still be better than before Brutus, but it should not steal the show of the main damage dealers.
Smite:
Damage reduced by 15%
Base Energy: 6 -> 5
Spears:
In the last content update the Spear got reworked. The item stats did not emphasize their new role enough. With this change the weapons will have more ability power and deal more damage, but as a trade off they will be less tanky.
The new Spirit Spear wasn't always a fit for everyone's playstyle. Especially the Halberd, that needs to stick on the target to hit its E-spell, wasn't really gaining much from the Spirit Spear. That is why we re-enable the Low Stab from before. You can now choose to play with either Low Stab or Spirit Spear. The slot 3 abilities on E can be charged up with both spells. The Spirit Spear's damage and buff duration got buffed. As a tradeoff the range was reduced. Also the damage buff stacking up was fixed.
All Spear Line Items:
Additional Damage Factor: 0.1 -> 0.15
Health Factor: 0.1 -> 0.05
Low Stab:
Re-added the Low Stab as a spell choice on slot 1.
Spirit Spear:
Buff Duration: 6s -> 8s
Attack Range Buff decreased by 20%
Reworked the Damage Buff: it now stacks up correctly and is based on Auto Attack interval.
Swords:
In the last content update the Sword got reworked. The item stats did not emphasize their new role enough. With this change the weapons will have more ability power and deal more damage, but as a trade off they will be less tanky.
The Mighty Swing got an increased AoE radius, as it was a tad too hard to hit disengaging enemies with its short delay.
All Sword Line Items:
Additional Damage Factor: 0.1 -> 0.15
Health Factor: 0.1 -> 0.05
Mighty Swing:
AoE Radius: 5 -> 6

Fixes


Patch / Version 1.0.269 - REV 42692 / 28.01.2016

Fixes


Feature Release "Brutus" / Version 1.0.269 - REV 42616 / 27.01.2016

Director's Notes

Today we're releasing "Brutus" into the world of Albion! With the distractions of the holiday season and the bugfix release earlier this month, focusing on the production of new features has been challenging.

Nevertheless, we've managed to get a sizeable amount of improvements done since the last major Update in December. These include the often requested "Repair All" functionality and other convenience features. With the release of the Undead dungeons and gateways we've also taken another significant step towards improving the quality of our PvE content and restructuring how dungeons work in Albion.

It is important to note two things with this update:

  1. Some changes, like the UI changes, are only the first steps on a longer journey. We can't change the entire User Interface in a month, but we also don't want to keep you waiting until it's all done - so we're releasing our changes in smaller steps.
  2. Our focus is not just to add convenience features and UI improvements - but these were the changes we could without waiting for the results of longer term beta testing. By now we have a lot more feedback and observations to build on and future updates will focus more on expanding gameplay functionality. Watch our roadmap post for updates on our plans as they develop. We're taking a little time to think before we act, but we believe this is the right thing to do to put Albion's future on solid foundations.

The next major update will bring the next step in the UI overhaul, additional fixes to urgent issues and very likely already some significant changes to the game. Note however, that changing the entire game world and the associated features will take some time yet.

Stay safe on the roads of Albion!
- Robin "Eltharyon" Henkys, Game Director

Changes

Balance changes

Arcane Staffs
Arcane Protection
Cast time reduced from 1.5s to 1s
Energy cost decreased from 12 to 7
Shield Strength increased by 30%
Frazzle
Moved from slot 1 to slot 2
Energy cost increased from 3 to 6
Damage increased by 27%
Motivating Cleanse
Now cleanses allies in a 5m radius around the target, and applies a CCR buff
Arcane Orb
Energy cost reduced from 18 to 15
Axes
Heavy Smash
Energy cost increased from 2 to 13
Damage increased by 3%
Armor and Magic Resist debuff increased by 7%
Vampiric Strike
Energy cost reduced from 18 to 16
Self heal increased by 3%
Damage increased by 3%
Rending Swing
Stand time increased from 0.4s to 1s
Energy cost reduced from 18 to 16
Healing reduction effect reduced by 20%
Damage decreased by 19%
Bows
Multishot
Damage increased by 30%
Rapid Fire
Energy cost reduced from 23 to 19
Damage increased by 30%
Magic Arrow
Energy cost reduced from 22 to 17
Explosion radius reduced from 5m to 3m
Damage reduced by 5%
Stun duration reduced by 5%
Projectile speed decreased by 16%
Rain of Arrows
Energy cost reduced from 21 to 17
Cast range increased from 11 to 13
Damage increased by 24%
Channel time reduced from 5s to 3s
Now applies a 23% slow for a base duration of 2s
Crossbows
Auto Fire
Shots per second increased from 1 to 4
Damage per shot decreased by 75% (total damage remains constant)
Snipe Shot
Range increased from 9 to 10
Exploding Shot
Energy cost reduced from 21 to 17
Sweeping Bolt
Energy cost reduced from 19 to 15
Damage reduced by 6%
Cursed Staffs
Desecrate
Energy cost reduced from 15 to 12
Armor Piercer
Armor and Magic Resist debuff reduced by 17%
Death Curse
Energy cost reduced from 19 to 15
Field of Death
Damage increased by 20%
Daggers
Dash
Cooldown reduced from 10s to 8s
Poison Coating
Energy cost reduced from 18 to 15
Slit Throat
Max damage increased by 14%
Disembowel
Attacks no longer shorten channel time
Fire Staffs
Fire Wave
Energy cost increased from 10 to 13
Wall of Flames
Energy cost increased from 11 to 15
Pyroblast
Cast time reduced from 3s to 2.5s
Damage reduced by 15%
Meteor
Energy cost increased from 20 to 24
Damage increased by 2%
Contagious Fire
Energy cost reduced from 20 to 19
Damage increased by 9%
Frost Staffs
Frostbolt
Energy cost reduced from 7 to 6
Damage reduced by 10%
Slow strength reduced by 10%
Frost Bomb
Damage reduced by 25%
Slow strength reduced by 25%
Frost Nova
Energy cost reduced from 15 to 13
Damage increased by 16%
Root duration increased by 16%
Freezing Wind
Energy cost reduced from 18 to 15
Damage reduced by 2%
Hail
Damage reduced by 25%
Blizzard
Reworked: damage and slows stack up while the target stays within the area of effect (max 3 stacks).
Max Damage per tick decreased by 46%
Max Slow per tick increased by 120%
Hammers
Slowing Charge
Energy cost reduced from 15 to 13
Knockout
Sleep duration reduced by 14%
Damage increased by 100%
Can be used against mounts, and no longer applies an immunity
Earth Shatter
Energy cost increased from 17 to 18
Damage reduced by 20%
Stun duration increased by 25%
Groundbreaker
Energy cost increased from 18 to 19
Giant Steps
Energy cost reduced from 24 to 20
Removed self-silence; added 25% self-slow
Holy Staffs
Smite
Moved from slot 1 to slot 2
Energy cost incresaed from 2 to 6
Damage increased by 20%
Desperate Prayer
Energy cost reduced from 17 to 14
Holy Explosion
Cooldown reduced from 30 to 20
Knockback distance increased by 15%
Heal ticks per second increased from 1 to 2 (ie heals twice per second)
Heal per tick increased by 7%
Channel time reduced from 7s to 3s
Maces
Silencing Strike
Energy cost increased from 11 to 17
Silence duration increased by 14%
Damage increased by 14%
Powerful Strikes
Energy cost reduced from 23 to 19
Knockback distance reduced by 60%
Attacks now also apply a 1s silence
Nature Staffs
Poison Thorns
Moved from slot 1 to slot 2
Energy cost increased from 2 to 4
Damage increased by 50%
Rejuvenation
Energy cost reduced from 6 to 5
Cooldown reduced from 2s to 1.5s
Heal per tick increased by 4%
Cleanse Heal
Cooldown reduced from 15s to 10s
Now cleanses all alies in a 3m radius, and applies a Crowd Control Resistance buff
Heal increased by 2%
Revitalize
Energy cost reduced from 15 to 9
Cast time reduced from 2s to 1s
Cooldown reduced from 10s to 7s
Instant heal decreased by 23%
Heal over time decreased by 50%
Circle of Life
Energy cost reduced from 19 to 14
Cooldown reduced from 30s ot 10s
Number of heal ticks reduced from 10 to 7
Heal per tick increased by 7%
Brier of Life
Reworked as new spell Living Armor
Living Armor
Single target Armor/Magic Resist and healing received buff
Spears
Low Stab
Reworked as new spell Spirit Spear
Spirit Spear
Self buff that increases auto attack range, and auto attacks also apply slows (can be stacked up to 3 times).
Forest of Spears
Resized the area of impact, it reaches now much further
Energy cost reduced from 14 to 12
Damage increased by 7%
Reckless Charge
Energy cost reduced from 22 to 18
Cooldown reduced from 30s to 20s
Radius reduced from 5m to 4m
Harpoon
Energy cost reduced from 22 to 18
The root duration after the pull, now scales with Spirit Spear stacks
Rooting Smash
Energy cost increased from 18 to 19
Now scales damage with Spirit Spear stacks, rather than root duration scaling with Low Stab charges
Swords
Heroic Strike
Damage reduced by 7%
Now gives a movespeed buff that stacks up to 3 times
Cleave
Energy cost increased from 4 to 5
Damage increased by 11%
Mighty Blow
New spell for Broadsword slot 3
Single target physical damage, scaling with heroic strike stacks
Mighty Swing
New spell for Claymore slot 3
AoE target physical damage, scaling with heroic strike stacks
Fling
Energy cost reduced from 18 to 15
Damage now scales with heroic strike stacks
Quarter Staffs
Heavy Cleave
Energy cost reduced from 16 to 14
Damage increased by 18%
Forceful Swing
Energy cost reduced from 18 to 16
Cooldown reduced from 15s to 10s
Damage reduced by 2%
Knockback distance reduced by 8%
Overpower
Energy cost increased from 13 to 15
Cooldown reduced from 30s to 15s
Damage reduced by 27%
Knockback distance increased by 10%
All Armors
Mend wounds
Total health regeneration reduced from 50% to 40%
Channel time increased from 10s to 12s
Heavy Armors
Root Prison
Root duration reduced from 5s to 4s
Shoes
Flee
Movespeed bonus increased from 80% to 120%
Movespeed buff duration increased from 6s to 8s
Ignores overload for the duration of the spell
Misc
Max number of targets for AoE buffs and heals increased from 4 to 5
Spell disruption (pushback while spell casting) reduced by 25%

Fixes


Hotfix / Version 1.0.268 - REV 42200 / 20.01.2016

Director's Notes

This is a hotfix to correct the duel warning bug and another exploit.

Fixes


Hotfix / Version 1.0.268 - REV 42075 / 19.01.2016

Director's Notes

This is a hotfix to correct an unintentional side effect of last week's fame adjustments.

Fixes


Patch / Version 1.0.268 - REV 41669 / 12.01.2016

Director's Notes

Happy New Year everyone! With this patch we're officially ending the holiday season in Albion and start off by fixing some of the most urgent issues you reported to us. We will follow this up with a feature release later this month, which will bring in some much needed convenience features in addtion to more dungeon content re-works and gateways. Watch the website for more information about this soon!

Changes

Fixes


Version 1.0.268 - REV 40794 / 17.12.2015

Fixes


Version 1.0.268 - REV 40664 / 16.12.2015

Changes

Balance

Known Issues

Bugfixes


Version 1.0.265 - REV 40337 / 11.12.2015

Changes

Bugfixes


Version 1.0.265 - REV 40239 (Aurelius) / 10.12.2015

Bugfixes


Version 1.0.265 - REV 40149 (Aurelius) / 8.12.2015

Announcements

New Features

New Spells

Feature Changes

Combat Balance Changes

Bugfixes

Mobile Platforms

Known Issues


Version 1.0.264 - REV 39980 / 05.12.2015

Fixes

Version 1.0.261 - REV 39675 / 02.12.2015

Fixes


Version 1.0.261 - REV 39400 / 27.11.2015

Fixes


Version 1.0.261 - REV 39337 / 27.11.2015

Fixes


Version 1.0.261 - REV 39221 / 26.11.2015

Announcements

Fixes


Version 1.0.261 - REV 39163 / 25.11.2015

Fixes


Version 1.0.261 - REV 39011 / 24.11.2015

Fixes


Version 1.0.261 - REV 38952 / 23.11.2015 - START OF CLOSED BETA

Major Changes

Rework the Gear Progression and Power Curve

Skill based Combat and Balancing

Our Combat System, along with all spells and abilities, has been overhauled entirely.

(Local) GvG & Siege Camps

We made two significant changes to Local GvG to increase the logistics required and introduced Siege Camps as a way to give more guilds access to GvG:

Open World PvP: Chests

Open World PvP: Shrines

Economy Changes

We have reworked the use of silver in-game, as well as made some other changes to the economy in general:

Silver in the Closed Beta will be mainly used for:

Land Auction System

We wanted to bring the feeling of Player versus Player in the economy of the game – as well as making sure that the real estate situation is more fluid.

Consumable Rework and Farming

Crafting efficiency bonuses

Craftind Endurance becomes Crafting Focus

Learning Points Rework

The Learning Points in the Summer Alpha would end up as a road block. Thus, the system has changed to make them into something beneficial, rather than a requirement:

Private Island Improvements

Guild Markets

Laborers

Player Inspect

Localization

General Improvements

Known Issues



Version 1.0.232 - REV x / 04.07.2015

Changes

Fixes


Version 1.0.232 - REV 32019 / 02.07.2015

Improvements

Changes

Fixes

Other

Known issues


Version 1.0.232 - REV 31848 / 30.06.2015

Bugfixes

Version 1.0.232 - REV 31753 / 29.06.2015

New

Changes

Bugfixes


Version 1.0.200 - REV 25766 / 20.02.2015

New

Changes

Bugfixes

Known issues - working on fixes

Known issues - fixed, awaiting patch


Version 1.0.199 - REV 25507 / 13.02.2015

New

Changes

Bugfixes


Version 1.0.199 - REV 25507 / 12.02.2015

New

Changes

Bugfixes


Version 1.0.198 - REV 25419 / 10.02.2015

Changes

General

Items and Abilities

Mobs

Bugfixes

Known issues


Version 1.0.197 - REV 25304 / 9.02.2015

New


Changes - Features

Changes - Balance

Changes - Server

Bugfixes


Version 1.0.196 - REV 25220 / 4.02.2015

Changes

Bugfixes


Version 1.0.196 - REV 25141 / 3.02.2015

Changes

Bugfixes


Version 1.0.196 - REV 25106 / 2.02.2015

Changes

Bugfixes


Version 1.0.196 - REV 25053 / 30.01.2015

Changes

Bugfixes

Known issues

We are currently aware of the following additional issues which will be addressed in an upcoming patch.

Version 1.0.196 - REV 24961 / 29.01.2015

Changes

Bugfixes


Version 1.0.195 - REV 24915 / 28.01.2015

Changes

Bugfixes

Known Issues


Version 1.0.194 - REV 24846/ 27.01.2015

Changes

Bugfixes

Known Issues


Version 1.0.194 - REV 24736/ 26.01.2015 22:40 CET

Bugfixes


Version 1.0.194 - REV 24711/ 26.01.2015

New Features

Changes

Bugfixes

Known Issues


Version 1.0.170 - REV 21030/ 26.09.2013

New Features

Changes

Bugfixes


Version 1.0.170 - REV 20892/ 23.09.2013

Changes

Bugfixes


Version 1.0.170 - REV 20809/ 22.09.2013

Changes

Bugfixes


Version 1.0.170 - REV 20783 / 20.09.2014

Changes

Bug Fixes


Version 1.0.169 - REV 20745 / 19.09.2014

New Features

Changes

Bug Fixes


Version 1.0.169 - REV 20709 / 18.09.2014

New Features

Changes

Bug Fixes


Version 1.0.169 - REV 20639 / 17.09.2014

Changes

Bug Fixes


Version 1.0.169 - REV 20592 / 16.09.2014

Bug Fixes


Version 1.0.169 / 15.09.2014

New Features

Changes


Version 1.0.122 / 1.04.2014

Changes

Bug Fixes


Version 1.0.121 / 31.03.2014

Bug Fixes


Version 1.0.120 / 28.03.2014

Changes

Bug Fixes


Version 1.0.119 / 27.03.2014

Changes

Bug Fixes


Server Hotfix for Version 1.0.118 / 26.03.2014

Bug Fixes


Version 1.0.118 / 26.03.2014

Changes

Bug Fixes


Version 1.0.117 / 25.03.2014

Changes

Bug Fixes


Version 1.0.112 / 18.03.2014

New Features

Changes

Bug Fixes


Fixes for Version 1.0.89 / December 2013


Version 1.0.89 / December 2013

New Features

Changes

Balancing

Bug Fixes