Pinned Test Server Patchnotes - Wild Blood Update

    • Test Server Patchnotes - Wild Blood Update

      New

      Wild Blood Update

      Note - Android users can download the staging APK at this link (clicking link will start the download): staging.albiononline.com/clien…1114004/Albion-Online.apk

      Shapeshifter Weapons

      • Shapeshifter Weapons are a new Staff Weapon Line on the Hunter Weapon Tree
        • Allow players to transform into creatures (called Shapes), each of which offers different stats and abilities
        • Brings a new playstyle to Albion unique to these weapons, as players can change form during combat
      • Human Form
        • In human form, Shapeshifters manipulate raw energy to inflict damage, disrupt enemies, or support allies
        • Using skills in human form builds up “Shift” charges
        • Shift charges are used to transform into the weapon’s associated Shape
      • Shape Form
        • Each weapon comes with a unique Shape, with its own set of abilities
        • Some of their Abilities require or can be enhanced by Shift Charges
        • Shapeshifters can continuously switch between forms to maximize combat potential
        • As each Shape comes with unique health and armor stats which replace human stats, players can play different roles during a fight
      • Crafting Shapeshifter Staffs requires ingredients dropped by trackable creatures (see "Tracking" below)
      • Shapshifter Staffs can be crafted everywhere, but are crafting specialties in Caerleon and Merlyn's Rest
      Tracking
      • Tracking is a new activity in which players search open-world red and black zones in pursuit of various targets. The primary goal of Tracking is to encourage more players to roam the world alone or in small groups without necessarily being led into direct PvP encounters. Tracking is related to the new Shapeshifter Weapons and reworked Potions, offering a chance at Artifacts and Essences used in weapon crafting and alchemy.
      • Following Tracks
        • A Tracking Toolkit can be crafted at the Toolmaker
        • The Toolkit can be activated in any red or black zone to reveal tracks
        • It will only reveal tracks that you can actually engage with
        • Revealing the first tracks may require checking several zones
        • Reading a track reveals the next location to search for further tracks, either in the same region or a neighboring one
        • The more players that read a track, the faster the reading is finished
        • Destiny Board Tracking progress and higher-level Tracking Toolkits also shorten the reading time
        • At each location, players may find further tracks, the final target, or other random encounters
        • Each tracking step has a time limit
      • Reaching the Target
        • Each step increases the chances of catching the target, which will usually then involve a fight but by how much the chance increases depends on the player that started the hunt, the more progress the player has on the Destiny Board the faster he’ll ultimately engage the target
        • Bringing too many players can scare off the target, meaning the chase must continue
        • As only the hunters know the location of their target, larger groups cannot simply wait to contest them
      • Unique Enemies and Drops
        • Trackable enemies are rare creatures based on the Shapeshifter Weapon forms
        • They have a chance to drop new Artifact Items that can be crafted into Shapeshifter Artifact Weapons
        • They also drop Alchemical Ingredients needed to craft Shapeshifter Staffs, craft new Potions, or enchant potions to level 3 (see "New and Reworked Potions" below)
      • Special Launch Setup
        • For the first few months, we will spawn triple the usual number of tracks to enable players to progress their Tracking nodes on the Destiny Board in a highly competitive environment
        • Creatures spawned from these additional tracks will not drop any Creature-specific ingredients or artifacts, and will only drop Rare Animal Remains, Silver, and Black Market loot
        • This will allow us to remove the extra tracks without harm when interest levels off
      Awakened Weapons
      Awakened Weapons are one-of-a-kind items that allow players to customize Pristine-Enchanted (.4) Weapons to become truly unique to their playstyle and tastes. After Awakening an item, its potential grows the more you use the item in combat, reaching new heights of power by then further refining the item at the Artifact Foundry.
      The potential Awakened Weapons can have is dependent on how far its owner wants to take it, as upgrading them becomes more difficult as your weapon gains strength.
      • General Awakened Weapons info:
        • These weapons can become truly unique after customizing them at the Artifact Foundry
        • Lower-Tier Awakened Weapons are accessible and easy to progress, but Higher-Tier Awakened Weapons are very rare and require significantly more to unlock their potential
        • These weapons record significant events in their histories, and who performed those actions
        • They have a Legendary Rating-dependent chance to be “lost” instead of destroyed – later returning as drops from the Black Market
      • Awakening process:
        • A weapon must have Pristine Enchantment (.4) to be awakened
        • Items are awakened at the Artifact Foundry using Siphoned Energy, Avalonian Energy, and a Silver cost based on tier
        • Awakened weapons earn Attunement Points from PvE combat, though T6+ weapons only earn Attunement in full-loot PvP areas
        • Attunement Points can be used to add, replace and upgrade Traits at the Artifact Foundry
        • These modifications add strain to the weapon, increasing the cost of further changes
        • Increasing cost of modifications encourages a variety of trait combinations
        • Traits gained via Awakening are disabled during Crystal League, Arena, Custom Matches, and non-lethal Corrupted Dungeons and Hellgates
      Player Island Changes and Improvements
      • Players can now own one island per Royal City, plus Caerleon and Brecilien, for a total of up to seven islands
      • Island visuals have been completely reworked and upgraded to reflect the atmosphere, aesthetics, and biome of the host city
      • Rather than separating between building and farming plots, islands now offer Multipurpose plots, which can host either buildings or farming
      • New farming bonuses are now assigned to each city, which are reflected in their islands' farms and can be viewed in the Local Production Bonuses dropdown on the Region Map (see "Farming Improvements" below for more info)
      With the rework of the islands, the value of player islands and their upgrade costs have been adjusted for a number of reasons. Firstly, islands never have previously seen a significant price increase, while Silver generation in the game has become much easier. Secondly, islands are now much more versatile, with Multipurpose plots increasing their value. And finally, island upgrades now have to compete on price with buying an island in a different city. All of these factors mean that the price of islands has been increased and the progression of upgrade costs adjusted.
      • New buy / upgrade costs for Player Islands:
        • Level 1: 1,000,000
        • Level 2: 2,500,000
        • Level 3: 4,000,000
        • Level 4: 5,000,000
        • Level 5: 6,000,000
        • Level 6: 8,000,000
      • These changes apply to Player (Personal) Islands only; Guild Islands remain unchanged
      New and Reworked Potions
      A line of new Potions has been added, each corresponding to one of the new Tracking targets (see "Tracking" above). Each has its own Destiny Board Specialization node, with the ability to craft these Potions unlocked via the "Alchemist" progress node.
      Additionally, the Potion system has been reworked: Potions can now be enchanted up to Enchantment Level 3 (previously 1) via a new material, Arcane Extract, in a process similar to Fish Sauce for food enchantments.
      • New Potions:
        • Tornado in a Bottle: Creates a whirlwind that knocks enemies back
        • Hellfire Potion: Creates a pit of hellish fire that inflicts damage on enemies passing through it
        • Berserk Potion: Increases damage inflicted but lowers defense
        • Acid Potion: Temporarily decreases the damage resistances of up to 10 targets
        • Calming Potion: Disengages mobs and provides a shield to all active party members hit
        • Gathering Potion: Increases gathering speed and yield
        • Cleansing Potion: Cleanses all CC and Damage over Time effects and grants immunity to CC effects
      • Existing potions have also been rebalanced and reworked (see "Combat Balance Changes" below for details)
      Farming Changes and Improvements
      • Since Islands now have unique biomes related to their city (see "Player Island" section above), each city now offers unique farming bonus modifiers for crops and animals
        • These grant increased crops, herbs, and animal product (eggs, milk) yields
        • To include meat production, Royal Cities have also gained local butchering bonuses for their designated Farming Bonus animal
        • Modifiers can be viewed in the Local Production Bonuses dropdown on the Region Map of the island or corresponding city, and in a reworked UI for applicable crops and animals
        • Since Caerleon has the bonus to food crafting, it receives only 3 herb bonuses
        • Since Brecilien is so difficult to reliably trade with, it receives all crop bonuses
        • The full list of bonus modifiers by city can be found at the end of this section
      • Animals now have a favorite food, which adds double the nutrition when feeding the animal
        • Each animal's favorite food grows best on a different island type to where that animal grows best, encouraging trade between different cities
      • Doubled the amount of nutrition required to feed Farm Animals
        • Feeding favorite food now yields the same results as before
          • This is because favorite food is intended to be a trade incentive, not to increase the nutrition available in the economy
      • Increased the weight of grown animals 5.05 → 10.83
        • This incentivizes transporting animal feed over grown animals
      • Made all Farming options yield the same average net nutrition (meaning after feeding in case of animals)
        • Adjusted the nutrition an animal needs to be feed to an even 9 crops (if favorite food is used)
          • This used to be slightly higher, leading to overfeeding of most animals
        • Reduced the amount of meat obtained from butchering to 18
          • This also means that Item value of butcherable animals goes from 800 → 720
        • Reduced the average animal product (milk, eggs) from 9.5 → 9
      • Added missing Item Value for grown animals
      • Fixed a bug where processed ingredients were lighter than intended
        • Flour, Butter, Alcohol 0.6 → 0.65 Kg
        • Bread 0.6 → 0.71 Kg
      • Updated and improved sounds for most livestock animals
      Bonus Modifier Distribution
      LymhurstBridgewatchMartlockThetfordFort Sterling
      Crop(T8) Pumpkin(T7) Corn(T6) Potato(T5) Cabbage(T4) Turnip
      Herb(T4) Crenellated Burdock(T5) Dragon Teasel(T6) Elusive Foxglove(T7) Firetouched Mullein(T8) Ghoul Yarrow
      Animal(T5) Goose(T4) Goat(T8) Cow(T7) Pig(T6) Sheep
      Additional(T1) Carrot(T2) Bean(T3) Wheat(T2) Arcane Agaric(T3) Chicken



      Caerleon
      (T3) Brightleaf Comfrey
      (T5) Dragon Teasel
      (T7) Firetouched Mullein



      Brecilien
      (T1) Carrots
      (T2) Beans
      (T3) Wheat
      (T4) Turnips
      (T5) Cabbage
      (T6) Potatoes
      (T7) Corn
      (T8) Pumpkins



      Other Changes and Improvements
      • Death Recap UI added:
        • After being knocked down or killed, players now have the opportunity to see a recap of the events leading up to their defeat
        • This recap shows the last enemy attacks, spells, and effects that were carried out
        • Split into two detail levels, "Overview" (time frame and Damage / CC received) and "Full Recap" (full details of all spells and effects)
      • Randomized Dungeon Improvements:
        • Colossi and Titans from the "Living Legacy" anniversary event now have a chance to appear in Randomized Dungeons
        • There is now a chance of encountering mobs from different factions within the same Randomized Dungeon, as they break into each other's territory or discover lost ruins
        • Added many new environment sections that can appear in Randomized Dungeons, which significantly increase the dungeon layout variety
        • Improved visuals and lighting of Randomized Dungeons
        • Increased color palette and reworked ground items that blocked spell indicators
        • Improved blending of terrain elements
      • Marketplace and Black Market Improvements:
        • MarketplaceI: Improved feel and feedback of Take All, Repair All, and Quick Sell options
        • Black Market: Clearer error message when no sellable items are in inventory
      • PvP Knockdown Changes:
        • Getting knocked down in PvP combat now always leads to a 3-minute downtime, whether active (attacking) or passive (being attacked)
        • When unrestricted PvP areas in blue/yellow zones disappear, the knockdown timer of friendly-flagged participants is reduced
      • Auto-run now stops when the game window loses focus
      • Loot bags are now prioritized over Silver during auto-pickup
      • Replaced /suicide command with /die
      • Added option in Settings to turn off enemy channeling visuals
      • Confirmation popup added when salvaging items, and Salvage is now the last option in the building UI
      • Roads of Avalon Mob Camp variants added:
        • Three new small and two new large (group) mob camp layouts have been added in the Roads
        • These partially replace existing mob camps
        • Mob amount and rewards in the new ones are the same as in the old ones
      • Reduced Siege Ballista crafting requirements significantly: Siege Ballistas are designed to be the main counter against other Battle Mounts. However, due to the constant supply of new Battle Mounts from the Conqueror's Challenge, these currently trade at very low prices. To make Siege Ballista more attractive as a counter to these Battle Mounts, the crafting requirements are greatly reduced.
        • Siege Ballista - Siphoned Energy required for crafting: 2500 → 500
      • Hardcore Expedition Changes:
        • Added dedicated chat channel for Hardcore Expeditions (/hce)
        • Increased damage and health modifiers on HCE buffs to compensate for increased player power:
        • The introduction of Awakened Weapons and other changes have increased the power of players at the top end
        • To compensate for that and keep Hardcode Expeditions challenging, bonus health and damage of enemies in HCEs is increased by up to 20%
      • Spell icon changes:
        • Added new Spell Icon for Threatening Strike (all Hammers)
        • Changed Icon for Iron Breaker (all Hammers) (to prevent having the same icon on Q and W)
      • Added voice lines to Expedition Master, Farming Merchant (plus ducklings), and Miller's husband (inside mill)
      • Adjusted hitbox of Spectral Bat
      • Adjusted Soul Link spell effect icon to refresh duration on linking instead of visually increasing the duration, to make it more clear what happened
      • Four new Achievements added related to Randomized Dungeons and Tracking
      Mobile and Controller
      • Controller only:
        • (CHANGE) The right shoulder button now cycles through target when tapped and triggers flick targeting when held
        • (NEW, CHANGE) Added option to hide cursor when inactive when using the 'Right stick cursor' control scheme (Default: off, was: on)
        • (NEW, CHANGE) Added option to allow character movement via cursor when using the 'Right stick cursor' control scheme (Default: off, was: on)
        • (NEW) Added a D-pad action menu to the radial menu allowing the following actions depending on context:
          • Setting tier thresholds while gathering via dynamic action
          • Using Tracking Toolkits when available
          • Opening Travel Mode map settings when in Travel Mode
        • (CHANGE) Increased size of main controller radial menu from 6 to 8 entries
        • (NEW) Added toggling of the controller cursor while navigating UI via Right Stick press
        • (NEW) Added several button icons for different controller models
        • (NEW) Added a button hint for inspect target
        • (FIX) Fixed an issue where the cluster map travel-mode settings window would interfere with gameplay
        • (FIX, Switch Pro) Fixed an issue where the character would walk in a random direction when losing window focus using the Switch Pro controller
        • (FIX) Fixed an issue where Destiny Board and map objects could not be interacted with using controller centered cursor (while no right stick cursor active)
        • (FIX) Fixed various issues when navigating UI via controller
      • Controller & Mobile Virtual Controller changes:
        • Pressing the attack button now interrupts spell casts
        • Spells using multiple targeting steps (eg. Haunting Screams, Phoenix) no longer interrupt movement of the virtual joystick after the first manual targeting step
        • Target locks are now maintained while your target is invisible
        • When Auto-targeting, the type of a target (eg. player/mob) is now favored over whether your target is in range or on-screen
        • Improved responsiveness when interacting with loot bags via Dynamic Actions
      • Mobile Menu changes:
        • Added "Changelog" entry to view the latest patch notes on the Albion website
          • Added indicators showing when patch notes of a new version were not seen yet
        • Added new Gold Market and Premium Status entries to the menu, Big Gold & Premium tiles now lead to shop
        • Increased scaling of Tooltips for exits, dungeon entrances, and treasures
      • Mobile fixes:
        • Increased scaling for Loadout Creation UI and icon button
        • Repair Station: Fixed issues where salvaged resources list overlapped “Salvage” button, icons were not clickable and had no tooltips, and list could only be scrolled via scroll bar
      Combat Balance Changes
      The balance changes in this update address damage output differences between ranged and melee weapons in large-scale fights. To achieve this, Resilience Penetration on all melee weapons has been adjusted, and the Resilience curve of melee weapons has been lowered.
      Lowered Resilience Penetration leads to lower damage output in large-scale battles. This is offset by the lowered melee Resilience, leading to melee-vs-melee damage output staying similar, while ranged weapons now deal more damage vs melee weapons in large-scale fights.
      Bows
      • Enchanted Quiver (Bows)
        • Normal attack damage buff is reduced when an enemy is in close proximity, but increased otherwise:
          • If an enemy player is in a 6m radius Normal attack damage is reduced to: 185%
          • Normal attack damage buff: 220% -> 230%
      • Lucent Hawk (Mistpiercer)
        • Damage: 160 → 180
      Crossbows
      • Divine Engine (Energy Shaper)
        • Cast Time: 1s → 0.7s
        • Cooldown 40s → 35s
      Cursed Staffs
      • Enfeeble Blades (Lifecurse Staff)
        • Radius: 5m → 6.5m
      • Cataclysm (Damnation Staff)
        • DoT Damage: 18 → 24
      Daggers
      • Merciless Finish (Bridled Fury)
        • 0 Stack Damage: 63.2 → 68.3
        • 1 Stack Damage: 100.8 → 108.8
        • 2 Stack Damage: 151.2 → 163.3
        • 3 Stack Damage: 200 → 216
      Fire Staffs
      • Searing Flame (all Fire Staffs)
        • Furious Flame - Damage: 191 → 210
      • Flame Tornado (Blazing Staff)
        • Cooldown: 40s → 35s
      Frost Staffs
      • Glacial Obelisk (all Frost Staffs)
        • Cast Time: 0.6s → 0.4s
        • Damage Increase: 15% → 20%
        • Cooldown Increase: 15% → 20%
      Nature Staffs
      • Spirit Animal (Rampant Staff)
        • Healing Increased per player: 20% → 25%
        • Healing per Tick: 13.5 → 14
      Swords
      • Crescent Slash (Clarent Blade)
        • Base Damage: 182 → 170
        • 3 Stack Damage: 130 → 155
      • Majestic Smash (Kingmaker)
        • 0 Stack Damage: 87 → 91.35
        • 1 Stack Damage: 140 → 147
        • 2 Stack Damage: 210 → 220.5
        • 3 Stack Damage: 297 → 311.85
      • Soulless Stream (Galatine Pair)
        • Uptime of the area: 1s → 0.8s
        • 0 Stack Damage: 84 → 88.2
        • 1 Stack Damage: 134 → 140.7
        • 2 Stack Damage: 201→ 211.05
        • 3 Stack Damage: 285 → 299.25
      War Gloves
      • Gravitational Collapse (Spiked Gauntlets)
        • Fixed AoE Damage Escalation
        • Damage vs Plate: 380 → 323
        • Damage vs Leather: 240 → 204
        • Damage vs Cloth: 140 → 119
      • Hundred Striking Fists (Ursine Maulers)
        • Fixed AoE Damage Escalation
        • Damage per Tick: 36 → 32.4 (vs Players)
        • Delayed Damage: 30 → 27
      • Infernal Boulder (Hellfire Hands)
        • 1st Bolder Bounce Damage: 210 → 220.5
        • 2nd Boulder Bounce Damage: 140 → 147
        • 3rd Boulder Bounce Damage: 70 → 73.5
      • Purifying Combination (Fists of Avalon)
        • Power Punch Damage: 235 → 245
      Helmets
      • Spider's Thread (Duskweaver Helmet)
        • 1st Cast - Cooldown: 30s → 20s
        • 2nd Cast - Cooldown: 30s → 25s
      • Ballista Support Fire (Royal Helmet)
        • Hit Delay: 1s → 0.6s
        • Standtime: 0.4s → 0.2s
        • Stun Duration: 2.66s → 2.2s
      • Motivating Worker's Song (Miner Cap)
        • Now also decreases all damage you deal by 50% for 6s
        • Fixed issue where the spell was cleansable by allies and unpurgeable by enemies
      Armors
      • Mend Wounds (all Armors)
        • Initial tick: 1s → 0s
        • Total Number of ticks: 12 → 8
        • Healing per tick: 6% → 9%
        • Energy per tick: 5% → 7.5%
        • The caster can now move while channeling, with 50% reduced movement speed
      • Electric Field (Stalker Jacket)
        • Cooldown: 30s → 35s
      • Enfeeble Aura (Guardian Armor)
        • The spell is now a toggle spell (this means it is also unpurgeable)
        • Now while active it reduces the caster’s damage by 15%
        • Energy Cost: 10 → 8%
      • Spirit of Vengeance (Harvester Garb)
        • Buff Duration: 8s → 10s
        • Shield Value: 327 → 392
        • Does not increase Gathering Speed anymore
      • Wind Shield (Miner Garb)
        • Buff Duration: 8s → 10s
        • Does not increase Gathering Speed anymore
      • Flow (Quarrier Garb)
        • Flow Stack Duration: 1.1s → 3s
        • Does not increase Gathering Speed anymore
        • Purging Shield (Lumberjack Garb)
        • Buff Duration: 6s → 8s
        • Does not increase Gathering Speed anymore
      • Water Shield (Fisherman Garb)
        • Now also makes immune to slow effects
        • Does not increase Fishing Speed anymore
      Shoes
      • Crush Charge (Duskweaver Boots)
        • Range: 15m → 12m
        • Cast time: 0.4s → 0.6s
      Capes
      • Devious Traps (Heretic Cape)
        • Now spawns two additional traps behind the player
        • Trap Area Duration: 10s → 5s
      Battle Mounts
      • Siege Ballista
        • Dismount Cooldown: 90s → 30s
      • Venom Basilisk
        • Dismount Cooldown: 90s → 30s
      • Flame Basilisk
        • Dismount Cooldown: 90s → 30s
      Potions
      Potions are adjusted for the upcoming update, with new potions added and potion enchantment increased up to level 3.
      Potion scaling is now changed from linear scaling to have more impact on the middle level Potions, similar to the progression of food strength.
      With these new potions added, the role of the Poison Potion in the game was reevaluated. It is now more focused on locking down single targets by hindering them from disengaging. The resistance reduction was removed, but compensated for by higher base damage output. The utility of the resistance reduction remains available with the new Acid Potion.
      These changes go live together with the new potions.
      • Changed Scaling of Potions (all potions):
        • Potions now start with a bit less power on low tiers and have more value in their mid-tiers, while staying at a similar power level at the top
      • Energy Potions
        • Energy gain is split into an instant Energy Restore (64%), with the remaining 36% restored over 7s
          • Initial Tick: 1s
          • Tick Rate: 2s
        • Now also increases cooldown rate for 7s by 9% (T2) and up to 30% (T6.3)
      • Sticky Potions
        • Area Radius: 3m → 3.5m
        • Now removes other Sticky Potion areas in a 15m radius
      • Poison Potions
        • Cast Range: 9m → 11m
        • A poisoned enemy is now slowed for 0.2s every time they take direct damage (does not work on mounted players)
          • Slow Strength depends on potion tier (E.g. T8 slows 39.7%)
        • Poison Duration: 3s → 4s
        • Tick Rate: 0.75s → 0.5s
        • Doesn’t reduce resistances anymore
        • Total Damage increased to compensate for lost resistances reduction
          • E.g. total damage of a T8.0 potion
            • vs mobs: 270 → 795
            • vs players: 183 → 358





      Food




      Cooldown Reduction has been one of the most powerful buffs on food, as it increases damage, utility and mobility. To limit this all-around buff and promote other viable food options, the Cooldown Reduction value of food is reduced.
      Food that increases Max Hit Points is much less frequently used. To make food with this buff more competitive and viable, its value is greatly increased.
      These changes mean the value of every food that has these buffs has changed compared to its previous value.
      • Cooldown Reduction on food decreased by 20%
      • Max Hit Points buffs on food increased by 15%
      Resilience (Formerly known as Focus Fire Protection)
      Resilience is a defensive mechanic that reduces the damage taken by a player as they are attacked by increasing numbers of enemies. As melee weapon players expose themselves to more danger, they inherently have a higher Resilience. (Melee Resilience Curve Factor: 50, Range Resilience Curve Factor: 25)
      This update decreases the Melee Resilience Curve Factor, reduces the sustain of melee players in group fight situations, and enables more punishment opportunities for overextension in large group fights.
      • Melee Resilience Curve Factor: 50 → 40
        • This decreases survivability by 5.37% vs 3 players, and by 14.62% vs 10 players, compared to previous levels
        • The buff caps at 80% Resilience at 18 players (previously 15)
      Resilience Penetration
      Resilience Penetration is a stat found on all melee weapons, which ignores a percentage value of the target's Resilience (Focus Fire Protection). Ranged weapons have no Resilience Penetration.
      This exists to offset the danger a melee user assumes in group fights. Recently, more and more ranged weapons have been replaced with melee weapons in large scale fights, mainly due to their high Resilience Penetration.
      Overall Resilience Penetration values are reduced to bring melee and ranged damage outputs closer together in large-scale PvP situations.
      The new resilience values are decided on a case-by-case basis and take into consideration the ability range, likely target amount, damage distribution, and overall playstyle of a weapon.
      Swords
      • Broadsword: 50% → 40%
      • Claymore: 40% → 40%
      • Dual Swords: 40% → 35%
      • Clarent Blade: 50% → 20%
      • Carving Sword: 40% → 35%
      • Galatine Pair: 40% → 30%
      • Kingmaker: 40% → 30%
      Axes
      • Battleaxe: 50% → 30%
      • Greataxe: 40% → 30%
      • Halberd: 50% → 30%
      • Carrioncaller: 50% → 30%
      • Infernal Scythe: 40% → 30%
      • Bear Paws: 50% → 30%
      • Realmbreaker: 40% → 25%
      Maces
      • Mace: 30% → 20%
      • Heavy Mace: 30% → 20%
      • Morning Star: 30% → 20%
      • Bedrock Mace: 30% → 20%
      • Incubus Mace: 30% → 20%
      • Camlann Mace: 30% → 20%
      • Oathkeepers: 50% → 20%
      Hammers
      • Hammer: 30% → 20%
      • Polehammer: 30% → 20%
      • Great Hammer: 30% → 20%
      • Tombhammer: 30% → 20%
      • Forge Hammers: 50% → 30%
      • Grovekeeper: 50% → 20%
      • Hand of Justice: 30% → 20%
      War Gloves
      • Brawler Gloves: 60% → 35%
      • Battle Bracers: 60% → 35%
      • Spiked Gauntlets: 50% → 25%
      • Ursine Maulers: 60% → 30%
      • Hellfire Hands: 60% → 35%
      • Ravenstrike Cestus: 50% → 30%
      • Fists of Avalon: 60% → 30%
      Spears
      • Spear: 40% → 30%
      • Pike: 30% → 40%
      • Glaive: 30% → 40%
      • Heron Spear: 40% → 25%
      • Spirithunter: 30% → 20%
      • Trinity Spear: 30% → 35%
      • Daybreaker: 40% → 35%
      Daggers
      • Dagger: 75% → 50%
      • Dagger Pair: 75% → 50%
      • Claws: 75% → 50%
      • Bloodletter: 75% → 50%
      • Demonfang: 40% → 35%
      • Deathgivers: 75% → 50%
      • Bridled Fury: 50% → 30%
      Quarterstaffs
      • Quarterstaff: 30% → 20%
      • Iron-clad Staff: 30% → 20%
      • Double Bladed Staff: 30% → 20%
      • Black Monk Stave: 30% → 20%
      • Soulscythe: 30% → 20%
      • Staff of Balance: 30% → 20%
      • Grailseeker: 30% → 20%


      AoE Escalation Mechanics Rework
      AoE Escalation is a base combat mechanic in Albion Online. If an AoE ability hits multiple enemy players, the damage of the ability is increased, depending on the amount of targets hit. The same mechanic exists for Crowd Control spells that contain an AoE Root, Stun and Silence. In this case, the crowd control duration is increased.
      This update improves and fixes AoE Damage and CC escalation for a large number of abilities.
      • Improved/Fixed AoE Damage Escalation:
        • Spinning Blades, Heroic Cleave, Parry Strike, Blood Bandit, Rending Rage, Raging Blades, Threatening Smash, Grasp of the Undead, Blazing Geyser, Falcon Smash, Gravitational Collapse, Hundred Striking Fists, Dragon Leap, Shockwave, Backhand Strike, Sweeping Bolt, Caltrops, Raging Storm, Deadly Shot, Ray of Light, Lunging Strike, Impaler, Circle of Life, Thorn Growth, Brambleseed, Deadly Swipe, Throwing Blades, Vault Leap, Tornado, Rising Blow, Whirling Strikes, Sacred Pulse, Frost Lance, Anguished Soul, Cursed Beam, Nasty Wounds, Firebreath, Avalonian Beam, Opening to Hell, Force Pulse, Splitting Slash
      • Improved/Fixed AoE CC Escalation:
        • Ray of Light, Avalanche, Freezing Wind, Snare Charge, Circle of Life, Spectral Trident, Splitting Slash, Earth Shatter, Crescent Slash
      Fixes
      • Fixed the following UI issues:
        • In-game notifications persisted even after viewing the new item
        • "No crafting access rights" message displayed on building UI even with crafting rights
        • Sorting in Buy Order and Loadouts tab in Marketplace did not take effect until manually refreshed
        • Cooldown Modifier value displayed on items and the detailed Stats page were different
        • Party UI would disappear after joining a large party
        • Guild name would remain highlighted when changing guild selection in Rankings menu
        • Guild Log panel didn't load data until at least one search parameter was changed
        • Health Bars of dungeon mobs persisted after the mob was killed
        • Internal Error message displayed when splitting item stacks in Marketplace UI
        • CC effects would leave combat log even though their effects continued
        • Cursor remained stuck to region map after right or left click
        • Travel Mode map covered World Map after pressing M too quickly
        • Layer issue with security code window when logging in from a new device or another location
        • Alliance tags were not displayed properly in the Alliance summary panel
        • Caerleon Faction Enlistment tooltip was missing
        • Respawn button was unavailable after death for players who previously respawned at a Faction Outpost
        • When inspecting a player's vanity skins, their total Gold always displayed as 16,300
        • Crystal Arena Season Rankings displayed placeholder phrase if no rank statistics were available
        • Low Food icon would appear on buildings still under construction
      • Fixed the following Spell issues:
        • Disabled spells did not display tooltip on mouse-over
        • Some Forced Movement Immunity effects made Air Compressor not castable
        • Protective Beam would slow caster after finishing the channel
        • On-hit effects did not trigger when target was killed for: Smite, Flame Pillar, Enigma Blade, Whirling Staff, Deadly Swipe
        • Fixed issue where defensive buffs would sometimes not correctly update against damage-over-time effects
      • WASD movement can now be used with Travel Mode (transparent map) active
      • Fixed issue where remounting quickly deactivated mount sounds
      • Fixed issue where Faction Flagged players could enter Brecilien, Brecilien Islands, and Outlands Rests
      • Fixed issue where Fey Armors were not considered Artifacts for Destiny Bonuses (lowers the bonus from the Fey Armor Crafting nodes by ~50%)
      • The hidden achievement "Mythical Beasts" can now be unlocked by killing the T4 versions of the required mobs
      • [ALBION EAST] Beta Season Winner Statue now displays correct guild logo in all places
      • Additional graphical, UI, terrain, animation, audio, and localization fixes
    • New

      PrintsKaspian wrote:

      Players can now own one island per Royal City, plus Caerleon and Brecilien, for a total of up to seven islands

      Island visuals have been completely reworked and upgraded to reflect the atmosphere, aesthetics, and biome of the host city

      Rather than separating between building and farming plots, islands now offer Multipurpose plots, which can host either buildings or farming
      So previously a single player could own 2 islands (Royal city plus Brec) for a total of 10 farming plots.

      After this change a single player can own 7 islands each with up to 16 farm plots for a total of 112 farming plots.

      From 10 to 112 farm plots ... per player. And you think this is a good idea? Sure it'll be expensive, but still ...
      Midgard
      T8 Fibre, Ore, Hide, Wood & Stone Gatherer
      T8 Gathering Gear Crafter
      T8 Bags & Capes Crafter

      The post was edited 1 time, last by Midgard ().

    • New

      P2W gamba, gacha type of legendary weapon....
      no changes in CD,HG
      tracking will be owned by zergs, people will be frustrated after the first few days and content will be farmed by HO players, I had to go 1 zone to get the mob.
      new weapons are broken, but I assume still in testing phase
      shake up with rats in static/world bosses.... or not?

      idk meh update, nothing great or special, I was excited, I was hoping for the changes that have been asked for years, update overall targets YZ and WHALES ohh and 1 good change or rather fix:

      • On-hit effects did not trigger when target was killed for: Smite, Flame Pillar, Enigma Blade, Whirling Staff, Deadly Swipe
      generally disappointed..
      Do it for instance content only!

      Each tick of a DoT now puts the original caster into combat again (currently they only get into combat on the first application of the DoT)

      The post was edited 2 times, last by Quagga ().

    • New

      I'm pretty sure forms are bugged - you can transform pretty much any time with no resources required, and transform again with minimal cooldown
      If it's intended, then those weapons are beyond busted.
      Take for example werewolf staff (form passive in attachment). This thing peaks on 1800 dps with pretty much no conditions.
      Remember people complained about "trinity spear dealing insane dps omg"? Try fighting this thing 1v1 (and it has both movespeed buff and gapcloser)
      Images
      • Albion-Online_IfLHQ6zy2m.png

        117.91 kB, 492×225, viewed 129 times
    • New

      For those who wonder how tracking plays
      tracking test - YouTube
      (it will load up eventually)


      Man, i have so many questions about new mini game.
      Is it supposed to take that much time on a single hunt? And it was all in confines of a single zone, iirc devlog said it can pull you through multiple zones (probably higher tiers? or just not tuned up yet?)
      And the mob escaped 4 times, did i do something wrong?
    • New

      I can cast Lighcaller W on litte bit far from it is range, it casts but the damage part of it doesn't actually happens and it goes into cooldown.
      When I try to mount up I am losing my stacks insta. I should lose it when i mount up like swords Q does?
      /say chat boxes on top of your name prevents you from seeing the transforming stacks bar uptading correctly