Albion Informer’s Launch Week Links Guide


welcome to the magical world of Albion Online.

In this guide we have collected various useful links, guides and tips to make your Albion Online launch-week more enjoyable.

This blog post is directed both at new and experienced players alike and will develop over time as more resources are added by the community.

If you think we are missed any useful resource, please let us know on the forums or on Discord and we will gladly add your resource to the list!

If you would like to bookmark this list, please use the link below, because I will update the page below, but not this post:

Official Sources & Websites

We begin with a list of official websites and social media accounts where most of the official announcements and news will be listed and re-posted. Some more in-depth content such as testserver patch notes or a dev-tracker show up on various other places and will be listed seperately.

Other Official Sources

The famous killboard, where you can look up recent kills, battles, gvgs and other good pvp stats. The character builder & guides websites are in early production, but have a few good ones. You can even upvote your favorite ones.

In addition to that we recommend the testserver forum for testserver patchnote threads and the official patchnote websites visible in the launcher and the website.

If you are still looking for a guild, make sure to keep an eye on the guild recruitment forum section of the official forums.

If you have a beginner question, there is a beginner question’s forum for you. Maybe your question was already answered?

Unofficial Fansites, Guides and Useful Links

Is my Albion Online?

Lets start with, it is a super quickly coded tiny website that checks if the albion servers are online, similar to our launcher. But some of you might not have your launcher on other devices.

Beginner Guides by Scythian

If you are looking for beginner guides for yourself or to link to your friends, we recomment the guides by Scythian on the official guides section. He wrote guides for the tutorial starting quest, the follow up quest and how to get your free T2 starting mount, how to go about unlocking all T3 weapons, armor & crafting and how to tackle the first expeditions on T3.

Ver’s Spreadsheet

Ver collected a lot of useful links in his awesome spreadsheet. I might as well admit that I stole some of the links posted here from him in the first place ;).  But a big shoutout to Ver!

On his spreadsheet you can find among many other links..

Elsa’s Item Skills & Stats Spreadsheet

Elsa, one of the Super Moderators of the forum made a very handy Item Skills & Stats Spreadsheet where you can find an overview and detailed stats about all the skills of the game, presented in a nice and easily readable format. It also has tables about stats of armors, mounts, accessories and other neat stuff for you stat fanatics out there.

ChronoChimera Cheat Sheet

ChronoChimera‘s cheat sheet updated last for Hector has a lot of useful ingame information. Timer reset times, respawn timers of various chests, loot tables, drop chances for mount babys, puppys & fawns, fame modifiers for zones, premium bonus details, group fame modifiers, a list of chat & emote commands, the item power softcap table, expedition mob details, the black market forumla, island upgrade costs and other info.

Once you got into the game a bit and are looking for more details, its highly recommendet!

Inofficial Dev-post Tracker

I have to say I hate Albion Offline with a passion, because the only thing they to is automate and repost official content without anything interesting added to that for what I assume is ad revenue. But they have to my knowledge the only working dev-tracker for Albion Online currently.

Albion  Item Database Websites

AlbionOnline2D (AO2D) is a database tools website that is under development, but already has a lot of promissing features. In addition to a working item and spells database it features an albion map for your browser that reminds me of eve’s dotlan. It’s not perfect yet, but worth bookmarking for sure.

AlbionHead is a items, spells and patchnotes website that has a sleek look and a promissing item and spells database.

Other Links & Resources
Albion Trade Federation – Out-of-Game Trade Discord

The Albion Trade Federation Discord is an out-of-game discord trade chat to post WTB / WTS / WTT offers and chat with fellow merchants and traders. Disclaimer: This is my side-project.

Guild Registry

The player HaH Reported periodically updates his Guild Registry thread, which is worth checking out as well, if you want an overview about guilds or are looking for a new one.

Startup Costs Spreadsheet

A very useful spreadsheet is the ‘Startup Costs‘ spreadsheet, that has some simulations on tax income for guilds, but also building costs (silver & resources detailed in very helpful tables. Check it out for sure.

((if you know who made this, please let me know so i can credit him))

Albion Informer

Albion Informer is a weekly podcast and news blog by Shozen and Bogul featuring official and community news, discussion about game updates, spotlights of community events and interviews with famous and infamous community members.

— END —

If you have other links for me, please PM me and i’ll add them!


Patchnote Comments: Hector Patches #3 & Hotfix #3

Today we will take a quick look at some recent patchnotes.

My apologies for the recent radio silence. Both of us took some time off to travel. I made my way back safely to Germany and Shozen enjoyed a nice few days off during July 4th. Now we should be rested properly for launch week. We are looking forward to it for sure. Expect more regular content in the coming weeks.

Today marks the start of us resuming normal operation.

Patchnote Comments

A lot of fixes and updates, but also 2-3 important changes to take note of! Read on below.

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


  • Adjusted Item Power progression to give reduced IP bonuses at higher power levels.

Comment: The item power curve changes caused some discussion after they were mentioned in the patchnotes. An explanation of how item power works was posted by Korn here. Community Manager Enya aka Axolotl also provided us with a table that details the exact item values for each item tier.

The main discussion is a philosophical one in my opinion: Should the item power curve be flattened at the very top (the devs think it should) or would that impact how players perceive the worthiness of high tier gear to much?

I think we have to re-visit this discussion in about a month or two, once those items exist and a general ‘feeling’ established itself among the community.

  • Changed duration of Gigantify potion from 15s to 10s.


  • Fixed a miscalculation with new transmutation costs (should all now be half as expensive).
  • Fixed an issue where AoE effects from inside an unrestricted PvP area could incorrectly harm some people outside the area.
  • Fixed an issue with friend requests.
  • Fixed an issue where you could not get up if you were teleported into a GvG while knocked down.
  • Removed some unnecessary stats from the expanded inventory UI.

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


  • Rewards (such as Founder status and associated bonuses) can now be claimed on the character of your choice using the new Claim menu in the cog menu in the top right.

Comment: This is important to everyone, since now you will not get your items with the first character you create anymore, but instead you have to claim them properly through the menu. Also, don’t forget to activate your premium when you start the game come release!

  • Fame gains are now shown in the combat log.

Comment: Finally!

Long overdue QoL change that is expected functionality by many.

  • Extended offscreen nametag hiding to starter towns and start areas

Perfect defenses in GvG (ie victory without losing a single point) will no longer bind you to the territory you were defending.

Comment: This is big for no-show situations!

Should make a lot of people pretty happy and should prevent locking down teams in no-show situations.

  • Improved item durability icons.
  • Substantial update of undead sounds.


  • Cley Hill is now correctly set to have its prime time at 1800UTC.
  • Renamed Dewleaf Fen in the Outlands to Bootsuck Fen, as it shared a name with a cluster on the Royal Continent (the latter remains unchanged).
  • Changed timing patterns of castle fights:
    • 1st week: at the region prime time
    • 2nd week: 2 hours AFTER the region prime time
    • 3rd week: 2 hours BEFORE the region prime time
    • 4th week and beyond: repeats
    • This should maximize the number of people who will get to participate in castle fights at some point

Comment: An interesting change to how castles will work overall now. It should allow for more players to be able to participate in the larger open world fights. An interesting sidenote is that this time shifting feature may be applied to other timers in-game if that design suites the feature.

  • Watchtower guards on the Royal continent will now attack blue-flagged players within range (except those in their owning Guild, of course).
  • Harvesting protection has been removed from all territories.
  • Removed unnecessary siege camp from Lichendell.
  • Reduced resource weight reduction for gatherer backpacks from 50% to 30%

Comment: Did you ever try to load a mammoth with a backpack on? People told me it has more space than the guildbank in that case. So maybe the overshot the target with the previous balancing a bit.

  • Increased the buff gained from killing Hellgate minibosses from 120s to 180s.
  • Slightly reduced silver and loot in Ignited Hellgate.
  • Fixed transmutation costs, which had not been updated in some time and were out of sync with reality.

Comment: Royal Sigil is still 5:1 (lower tier: higher tier), Essences are still 10:1 (lower tier: higher tier), Runes are still 5:1 and 20:1 (Essences) Relics are still 5:1 and 20:1 (Souls).

I also looked at other resources, but I don’t recall the previous values – does anyone know?

Looking in-game at T8, you can transmute one unrefined T8.0 resource to a 8.3 resource for about 180k silver. Is that still the same?

  • All hide mobs and critters are now standard difficulty (T7 and T8 were previously veteran difficulty).

Comment: This is important news for high tier gathers, since that makes some mobs now solo-able that we previously potentially to hard or to slow to kill.

  • Undead Shade‘s Energy Drain ability is now interruptible.
  • Heretic Archer‘s Aimed Shot ability: damage reduced by 10%.
  • Heretic Thief‘s Feverish ability: bonus attack speed reduced by 30%.
  • Undead Ghoul‘s Hurl and Barf abilities: damage reduced by 11%.
  • Adjusted Lumber Lunacy expedition’s mob placement a little to smooth difficulty.
  • Filtering for a particular quality in the marketplace will now only show items of that quality, rather than of that quality or above.
  • While holding RMB to move, non-channeled/cast-time abilities will no longer interrupt movement.
  • Ground-targeted abilities will now always cast immediately upon mouse down – players will no longer attempt to move into range before casting.
  • Oxen now gain 5% movement speed per tier.

Comment: Weeee. Should change the feel of oxen gameplay and make them more rewarding and creating more demand for higher tier oxen. Will it affect if people take them out more? Maybe, but probably not in the black zones anyway.

  • Mammoth mount movement speed increased by 20%.
  • The first of the three starter regions (Landings/Beachheads) in each start area has had the ” #1″ removed from its name; the second and third regions in each group still have their ” #2″ and ” #3″.
  • Made a minor adjustment to Journeyman Gatherer nodes on Destiny Board; now require the same amount of Fame and LP to progress efficiently, but the LP threshold is 30% rather than 50%.

Combat balance changes

Comment: The Nature and Spear reworks are quite big, so if you plan on using any of those two weapons you should take a closer look!

Leather Equipment

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


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

Heal: 189.54 -> 262.44 (38% increase)


Battle Howl
Radius: 5.5m -> 4.5m

Nature Staffs

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


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


Comment: Finishing up the last touches of things that had to be done before release. I like it. Lets power through that backlog!

  • Adjusted critter counts in Outlands passages downwards to match design intent.
  • Fixed Greytop Pound having two hellgate locations.
  • Fixed an issue where mobs/chests in Hellgates were not dropping enough silver.
  • Royal Armor (all slots) now correctly has the CC Resistance passive rather than the Cooldown Reduction passive.
  • Royal Boots now have the Run ability rather than the Wanderlust ability, as intended.
  • Royal Sandals now correctly have access to the Efficiency passive.
  • Fixed an issue with passive abilities on Lumberjack Workboots.
  • Fixed a memory leak in the client when harvesting.
  • Fixed a visual issue with lumberjack miniboss’ backpack.
  • Removed an unnecessary warning when entering expeditions.
  • Fixed an issue with using “take all” in the marketplace under very specific conditions.
  • Fixed an issue where an unflagged player could incorrectly attack into an unrestricted PvP area without entering the area themselves.
  • Fixed some minor graphical issues on the Destiny Board.
  • Numerous world fixes.

Known issues

  • Player footstep sounds have been removed, but the UI still has an option to disable them.

— END —

that’s it for today

have a nice day :)

Patchnote Comments: Hector Patch #2

Hector Patch #2 just went live on the main server!

Let’s take a look at the patchnotes below.

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


  • Caerleon’s Bank and Marketplace are now in their own sub-areas in Caerleon.

Comment: This gives Caerleon its own special feel and atmosphere for the storage area. I am not sure whether or not I am happy with the look of the rather large entrance to the chest and bank areas. With an estimated large concurrent userbase in Caerleon come launch, seperate clusters seemed to be necessary. Let’s see how this turns out usability wise.

  • New starter areas have been added to help with potential overcapacity.

Comment: Sure, why not. They might just remove them again after launch, if they don’t need them anymore. I’ll have to find out though if the travel distance to a green city is the same one similar to the other starting areas. After a first glance on the map it seems like it is 1 more zone if you spawn in the new zones.

  • Black Market setup has been adjusted to increase the frequency with which armors and weapons will drop.
    • The immediate result of this change will be that armor prices increase ~9x faster, and weapon prices increase ~45x faster, than previously.
    • This in turn should mean that many more weapons and armors are sold to the Black Market (as it will now be offering good prices for them far more frequently), which will lead to higher drop rates for these items.
    • The effects of this change will not kick in immediately, because old orders will still need to process through the system before the changes take effect.

Comment: A lot of people complained about the BM and item drop frequency. Mind you in a state of the game with lower overall mob deaths due to end-of-beta fatigue and a bug that persisted where not all items dropped equally. I wonder if they overdid it, 45x faster? It will be interesting to see if the first person on the server after launch to hit T8 bags can sell them for 10m+ to the BM guy.

  • Improved quantity selection in crafting: it will now remember the last amount you selected so long as you keep crafting the same item.
  • Destiny Board achievements are now untracked by default.
  • Destiny Board starts to track achievements when they get some progress (ie Fame is greater than 0).
  • During this patch, all achievements with progress will be set to tracked, and all achievements without progress will be set to untracked.
  • Added a limit to how many achievements you can track at once.
  • Added tooltips for Destiny Board tracker notifications.
  • Added “time remaining” in tooltips for buffs/debuffs.
  • Upgraded all remaining text in the game to use the new font.
  • Trophies now give their bonuses to up to three laborers rather than up to two.
  • Added a warning about renaming etc when creating characters.
  • Royal Sigils can now be transmuted to higher tiers (although doing so will be very expensive).

Comment: The ratio is 5 (current tier) : 1 (higher tier). With current expeditions being capped at T6,  you need 5×5= 25 T6 sigils to make 1 T8 sigil. With 32 sigils needed for a T8 royal helmet and 64 for a royal chest, thats 800 or 1600 T6 sigils per T8 royal item. Which is quite a hefty price for T8 royal gear. I like it.

  • Royal Sigils are now classed as materials in the market.
  • Missions no longer show timeouts if they have very long durations.
  • Improved Undead and Morgana group dungeons.
  • Open world Ghouls now have a new ability.
  • Dryads and Forest Spirits are no longer aggressive.
  • Toads, Boars and Monitor Lizards have had their aggression radii halved.

Comment: Some areas really needed the aggro reduction. Should make a lot of gatherers happy.

  • Reduced durability of (non-Founder) furniture, making them easier to destroy.
  • You can no longer place furniture near banks (you know who you are).

Comment: Heh.

  • Increased zoom speed and movement speed in the World Map.


  • Gathering journals now only count resources of their tier and up to two tiers higher.

Comment: No more quick-filling those T2 and T3 journals with T7 and T8 nodes because of the higher fame per tick. A move towards making trade routes between green and black more important.

  • The “Flail” line of weapons is now called “Morning Star“.

Comment: Hey boss! This stupid animation is to hard to make work! — Uh, wait you realized that now after 3 years? Alright, fu** it. Lets just rename it.

Oh and while you are on it, consider renaming expeditions into ‘fishing’ as well.

  • Reworked visualization of zergs to not show individual player positions.

Comment: Someone send me a screenshot of the difference pls. :P

  • It is no longer possible to find T3 resources in the Outlands. Their old positions have been filled with T4 to keep node counts constant.

Comment: Oh wow! Another (i’m tempted to call it major) change to resource distribution! Together with the journals another nudge at making the trade routes through Caerleon more important. Question: Will gankers be happy if they pop a transport loot pinyata and only get T3 resources?


  • Moved the siege camp in Birken Fell to remove overlapping PvP areas.
  • Fixed Arcane Orb cooldown to be the correct value of 15s.
  • Fixed damage area on Forest of Spears.
  • Improved various visual issues with projectiles.
  • Fixed some issues with calculations for focus cost of enchanted items.
  • Fixed an issue with visuals for Separating Slam ability.
  • Fixed some issues with the rewards in the final chest of safe zone hellgates.
  • Repositioned building NPCs/clickables to ensure they’re easy to access.
  • Demon Gatekeepers (eg Vile Warden) have had pursuit range reduced from 60m to 35m so they can no longer be pulled out of the Unrestricted PvP area.

Comment: Giggdy. Who abused this ? Heh.

  • Removed unnecessary warning when entering expeditions.
  • The Keeper Chieftain remembered the abilities he had forgotten and now uses his complete ability arsenal again.
  • Destroyable chests now have health and armor to make them a little harder to loot.
  • Fixed an issue where farm buildings did not have enough durability.
  • Fixed more issues with Guild UI shaking.
  • Fixed an issue where respawning in Caerleon was not portal-binding players correctly.
  • Fixed a visual issue with gathering multiple nodes in rapid sequence.
  • Fixed an issue with toggling nametag visibility in cities.
  • Various visual and effect fixes.
  • Various audio fixes.


— END —

have a nice day :)

News Round-Up & Hector Patch #1 live!

Hector Patch #1 just went live on the main server. We take a closer look at the patchnotes below.

We also have a bit of official news on top for you this week.

If you have any comments, corrections, suggestions or things that I missed, hop on our discord and let me know!

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

Official News & Devtracker Tidbits

Before we dive into the patchnotes, lets take a quick look at what went on in the forums and the homepage this week.

Official News

New Mounts coming with Hector

We get a nice bit of news that shows off the new mounts introduced with Hector, their stats and really nice screenshots and pretty videos.

Mount Hitpoints 805
Move Speed Bonus +85%
Gallop Move Speed Bonus +135%

Comment: I highly recommend reading the post yourself on the official website.

Albion Armory: Buldozer’s “Catch Me If You Can”-Miner

This armory posts explains the mindset of a solo-gatherer and gives some examples of how to properly avoid open world attacks with your setup.

Comment: A ok read if you you need to polish up your solo-gathering game.

The build is Miners Gathering Gear + Bloodletter + Mistcaller Offhand

Devtacker Tidbits

The Best Version of Albion Online

In response to a forum thread where people argue about ‘if the current game version is the best of what it could have developed into’ Korn shared this interesting bit of information:

  • I’d like to share some numbers on our end. On a like-with-like comparison, meaning that we compare activity after 100 days post wipe, the “Galahad Beta” (Beta 3) performs at > 300% of Final Beta (Beta 2), and > 160% of Closed Beta (Beta 1). This holds true for all player groups, casual and hardcore alike. And this is with a wipe being just 1 month away.

Comment: I can not dispute numbers and metrics and I agree that those kind of numbers show a positive overall development of the player-base. But the follow-up statement ‘wipe just 1 month away’ seems to me to be part of the reason of higher numbers, comparing that to an alpha game that is 2+years down the road in development. Some of the arguments in that thread are on the ranty side of things, but this will be an ongoing thing we will see where ‘old’ players complain about the past with selective memory.

Potential Hellgate Population Issue and Infernal HG Soft-Cap

In a response to a thread made by HyperAgressive, where the complaint about a potential issue with current HG population is raised and in a different thread, Korn responds to both with bringing up the following points:

  • There is currently a major configuration bug with the black market which essentially has prevented any meaningful amounts of T5.0+ loot from dropping for now. The max storage values for T5.0+ gear are set up too high, meaning that the black marekt has not “charge up” to equilibrium level yet, which in turn means that this gear is not being sold to the NPC, meaning that it also won’t drop from mobs. The exception to this is bags, as for these, the balancing is correct or maybe too high. We’ll fix that balancing bug as soon as possible. Loot amounts will increase significantly as a result.
  • There is currently a balancing error in the black market system, which pretty much has prevented T6+ gear from dropping, apart from bags and capes. This will be fixed soon.
  • On top of that, we are considering to test a very very soft cap (emphasis mine) for infernal hell gates. Why? The reason is that if the meta tier for hell gates become too high, the risk reward ratio gets skewed. In a structured 5v5 set up, where 100+ item power advantage can matter a lot, much more than in an open world setting where there is always a risk of dying due to randomness/being outnumbered.”Very very soft cap” means that the actual item power decrease for being over the soft cap item power would be very small.

Comment: Now we know the reason for the weird behavior of the black market since hector with bags having much higher prices initially than any other items. The charge-up issue of the black market is compounded by the potential dropping playerbase at the end of test-phases. What stands out is the idea of potentially capping gear levels in HGs though. Also, lets face the fact that everyone is going to ignore the word ‘soft-‘ in their arguments to a degree. I am not sure if I like the reason given by Korn above for the cap is reasonable, but I don’t think we know the exact numbers yet. One complaint raised though, which is the potential issue of ‘splitting the playerbase’ has not been tackled as of yet. If you have an opinion I encourage you to voice it in the forums – as it is a potential hot topic for the future.

Focus Cost for Watering Crops

In another statement mate by Korn, we get some insight into the current intended balance of watering crops:

  • It’s balanced in such a way that watering 50% of your plants is enough to sustain your fields indefinitely. Also, you gain masteries quite fast, which will bring down your focus cost by a lot.

Comment: Some of the discussion and numbers brought up in the thread are interesting for future farmers to be. Yet as far as I can tell some of the arguments given contain issues, of which I might respond to later.

Community Manager Talion cautions players about buying AO keys through 3rd party sides

  • Keys available for purchase on sites other than our own Shop ( are in most cases purchased using stolen credit card data. Criminals use that data to buy keys through our shop and then immediately resell them for a lower price through other marketplaces. Once these fraudulent purchases are discovered by the card owner, or a card gets marked as stolen, a chargeback is initiated on the purchase made with us and the key gets automatically deactivated as a result. (…)
  • Please do yourself the favor to only purchase through the official Albion Online Shop, as it is the only secure place to purchase Albion Online Keys.

Comment: Don’t cry when you want to save a few bucks by using a potentially illegal channel, just to get scammed.

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

Comment: This patch mostly contains a lot of fixes for things that didn’t properly make it into Hector, but also some changes that are worth pointing out.


  • Crafting buildings now all have the same maximum nutrition capacity, but no longer start full (Novice buildings all start with 100 nutrition as before); nutrition is still not added on upgrade.

Comment: This is weird and I wonder where this change came from or why it was applied. Probably some differences due to food having different nutrition values initially? The big thing is that buildings do not have any food in them once built. All in all just a slight balance change to increase food use or tackling a deeper issue? Let me know if you have an opinion!

  • When crafting equipment items, the default amount is now 1 rather than the max possible amount your carried materials could create.
  • Moved half of the outland castles around to fit timezones better.

Comment: Too bad they didn’t say which ones. If you do castle content, better check your timeslot before you do any event planning this weekend!

  • Removed incorrectly placed relic chest in Bellever Tor.
  • Removed incorrectly placed territory from Windripple Fen.
  • Fixed an issue where T8 resource nodes were being incorrectly reset to 1 unit after downtimes.
  • Changed offscreen nametags in cities so they only show for GvGs and duels (which should improve performance).
  • Fixed an issue with the Fury ability where it would only stack five times rather than 10 as intended.
  • Removed delay from Meteor‘s knockback effect, and it will now only be applied on impact.
  • Moved Destiny Board completion notifications further up the screen.
  • Fixed an issue where the nutrition bar would not immediately update when feeding territories.
  • Fixed certain dungeons having the wrong icon on the map (solo dungeons using the group dungeon marker).
  • Fixed an issue where opening the Destiny Board could also issue a move command.
  • Fixed crafting focus values for many enchanted resources.
  • Fixed weight and nutrition values for various farm-related items.
  • Removed the ability for GvG mercenaries to kick people.
  • Improved the Undead General fight, including adding a new ability.

Comment: A bunch of fixes, not too much to comment on here. Part of the last push to make the release version of Albion Online as good as possible.

  • Rock Giant should now be set up correctly.

Comment: What does ‘set up’ mean? Weird comment. Anyone know? Will investigate and edit.

  • Reduced the danger level and power of Ancient Mammoth hide mobs from Elite to Veteran.

Comment: Some players have been complaining that gatherers who skin animals can not solo T7 and T8 mobs. A fix towards this complaint?

  • Improved the Demon Prince:
    • Hellrifts now spawn at a distance of 5m.
    • Most of his abilities now deal more damage.
    • Laser Sweep’s beams now rotate around him.
    • Pursuit range is reduced from 80m to 30m.
    • Aggression range of portals and demons increased to 50m.
    • His knock-back will now also alert all enemies within 50m around all affected players (so be sure to clean up beforehand).
    • Cool-down until a new wave of demons is spawned from the portals has been increased to 10 seconds.
    • Also fixed a number of minor issues
  • Keeper Druids have been stronger than intended so the power of their spell Static Discharge has been reduced:
    • Static Discharge: now has a reduced radius (4m down to 2.5m)
    • Static Discharge: a bug where its damage and debuff was applied again to everyone 3m around the target has been removed
    • Static Discharge: damage has been reduced by 5%
  • Adjusted various elements of the Fungicide expedition to make it less unintentionally dangerous in a couple of specific locations.
  • Kicked out a couple of T5 archers who’d snuck into Fishy Business, and hired T4 archers to replace them.

Comment: Fixes to PvE content, that finally went up high enough on the priority list? To me this is good because it means we will see more QOL changes soon, if they have time to deal with this kind of content.

  • Increased T2 gatherer journal reward from 37.5 units to 38 (should now always level up a T2 laborer, before it would sometimes round down).
  • Fixed an issue with “show only craftable items” filter not working correctly.
  • Fixed an issue with some expedition mobs not correctly dropping silver.
  • Removed “mission completed” state from mission tracker UI.
  • Made some improvements to fast travel and portal UIs.
  • Various improvements to Guild UI (member portraits now clickable, limited text field length settings, added a slider for Guild tax settings).
  • Fixed an issue with the Caerleon loading screen.
  • Fixed incorrect error when trying to mount while gathering.
  • Only the Guildmaster and the Right Hand can now edit Guild description info.

Comment: Finally! No more trolling. A log would have done a similar thing, .. just saying.

  • Fixed some issues with territory and Guild member views getting stuck in the Guild UI.
  • Fixed some edge issues in Caerleon.
  • Fixed some minor UI issues with splitting stacks.
  • Improved readability of text for tutorial missions.
  • Destiny Board tracker now automatically resizes when completing the tutorial.
  • Fixed focus values for crafting furniture.
  • Made spell effect areas look nicer.

Comment: Yay! .. Yay? OH SH** FIREBALL

  • Fixed an issue where achievement reminder icons in the Destiny Board tracker (the little “!”s) were not being removed when clicked on.
  • Fixed waterfalls being silent.

Comment: Shozen: ‘Silence falls’ ..

  • Adjusted volumes for fireplaces.

Comment: Rushing water silent. Small burning logs roar.

  • Fixed an issue where some mob abilities were not correctly obeying their activation conditions (eg should only activate when player is in range but was instead activating always).
  • Fixed missing explosions for Meteor and Exploding Shot.
  • Fixed an issue with the opening of the item details UI.
  • Improved visuals of flails and hammers.
  • Improved mission selection layout.
  • Crafting equipment items will now attempt to fill existing equipped stacks before overflowing into the inventory.
  • Fixed an issue with incorrect map zooming when searching on a zoomed-out world map.
  • Updated minimap icons for fast travel portals.
  • Fixed an issue with Destiny Board info in 80% UI scale causing shaking.
  • Added crafting focus and learning points to character stats in the expanded inventory UI.
  • Fixed an issue with Guild button in the territory attack details UI.
  • Added a popup to explain how local banks and markets work (can be suppressed).
  • Fixed an issue with player buttons in the GvG details UI.
  • Fixed a weird visual issue when attempting to use broken tools.
  • Fixed some minor issues with the Black Market UI.
  • Fixed an issue where inspecting another player did not show any mount they had equipped.
  • Made it so you can click the target item when enchanting.
  • Fixed visual issue when capturing monoliths in GvG.
  • Fixed an issue with the display of inactive abilities when inspecting another player.
  • Swapped position of “build” and “cancel” buttons in the construction UI.
  • Fixed an issue with display of reputation penalties and nametags.
  • Fixed incorrect minimap colors.
  • Fixed numerous minor level-design issues, including invisible collisions and offset areas.

Comment: The offset areas seemed to just pop up with Hector. New or old issues?

  • Fixed various animation issues with farm animals and laborers.
  • Improvements to various visual effects.
  • Fixed an issue with partially full journals not filling correctly in conjunction with stacks.

— END —

that’s it for today folks

have a nice day :)

News Update: Hector Patch Live

The Hector patch just went live during yesterdays downtime! Hop on the live server if you haven’t tried it out yet!

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

They also released a new trailer, that shows off the new mounts, the updated armors and some of the new PvE content! It looks neat. Check it out.


Hector Patch

We already discussed the patchnotes at length in a previous post!

Almost nothing changed in the version that went live yesterday so check that previous post out for an indepth discussion of the patchnotes.

Comment: The only additions I could see so far that were not in the patchnotes yet is item stacking & mass item selling on the AH.

This is pretty big in terms of quality of life.

I will update this post during the week, once I get to play more with Hector!

Mini Newsflash: Another Testserver Update

Patchnotes on the testserver recieved a tiny update, together with a new patch. Check them out below.

Comment: A bunch of fixes. Changes that stand out are the removal of the territorry ownership bonus to gathering yield and the somewhat cryptic change to ‘note crafting journals now only count items of their tier’. This sounds like another stealth nerf to journals – so can I now not fill T5 crafting books by crafting T6+ items anymore? Will investigate and report back.

Updates 30th and 31st May


  • Fixed infinite whirlwind
  • Lots of art/level/animation fixes
  • Made T1 mobs easier to click on
  • Fixed missing icons for portal binding buffs
  • Fixed an issue with items not being counted for tutorials if they go straight to equip slots
  • Fixed an issue with pressing alt in text fields on Linux
  • Fixed some enchanting issues
  • Fixed issue with items in containers temporarily disappearing
  • Fixed offspring drop rates on T7/T8 hide mobs
  • Essences actually not needed for refining now for real this time


  • Removed suicides from kill/death history
  • Removed owner’s gathering yield bonus in watchtower territories, to balance out the fact that they now have T8 resources, and to make raiding them more attractive
  • Spiked Demons now have a slowing attack
  • Reduced resistance reduction effect on higher tier poison potions
  • Substantially adjusted journal setup; note crafting journals now only count items of their tier
  • Made minibosses in Ashen Hellgate (solo hellgate) easier to kill
  • Disabled gear scaling in cities
  • Rolled back “exclusive fullscreen” change due to cursor positioning issues; will reattempt at a later date

— END —

screenshot of the day:

Newsflash: Official Teasers, More Mounts & Testserver Mini-Patchnotes

Since Hector released on the testserver last week people have been playing with it and the general feedback so far seems pretty positive.

A few things came up since then and here is an overview.

Official Teaserimage

— EDIT: so appareantly they posted a screenshot and then deleted it 2 days later — uh ok? — too bad.. but basically it looked like a direwolf with white fur and blue eyes —

Comment: @albiononline posted an image on twitter today showing a “Ghostwolf” – this mount hadnt been mentioned before. Just a reskin for the direwolf?

— EDIT2: i’ll just leave this here:–

Official News

Two new albion armory posts by UrzaKeFrostgard, detailing ‘Shankz’s All-In Wailing Bow‘ and ‘Lugzi’s Flailing Knight‘ were posted during the week.

Shankz build is a cloth wailing bow build designed so fight zergs and deal aoe damage to clumped up dudes.

Lugzi‘s build is a tank build designed to engage and root larger groups of enemies.

Check them out if you didn’t know those builds yet!

Comment: C’mon guys! It is not about who came up with it first, right? heh.

Discord Screenshot

Comment: A few screenshots showed up on discord that show new stuff. I’m sure there is more coming up, but I’ll leave you with the screenshot I posted on twitter earlier for now. Check back there for even more recent links to new stuff. Boy I really need to look at that XML dump.. anyone feel like sending me the testserver XMLs? I’ll even do a mini writeup too.

This image is of the T8 morgana faction mount, with the source probably (?) being the guild OURS A PWAL which took to the testserver to do the boss and posted about it on the forums.


Testserver Mini Patchnotes

Comment: A mini-patch hit the testserver yesterday. In addition to the changes below the time to declare a GvG in advance was changed from 22h to 20h.

Hector Update / Version 1.0.321 / REV 86230 / 24 May 2017

Balance Adjustments 30th May


  • Slows no longer trigger diminishing returns

Magic Sphere ability on Arcane Staffs

  • Energy Drain per tick: 0.7 -> 2.8
  • Damage: 53.98 -> 77.11

Grasp of the Undead ability on Hammers

  • Range: 20m -> 26m

Passives on Leather armors items

  • Combined Attack Speed: 15% -> 24%

Position Swap ability on Shoes

  • Cooldown: 40s -> 20s

— END —

have a nice day :)

Testserver: Hector Patchnotes & Comments

Comment: Hector was just uploaded to the testserver!

The upload to the live version is scheduled for June 7th. Go test it and give feedback and report bugs via #bug. I already reported about 5, you?

It is super massive and the patchnotes reveal many more details than we could touch on in our previous post. If you want a shorter overview about Hector read our other post first. If you care about the juciy numbers, read on below!

Corrections, comments and things I didnt touch upon: ; Discord or on the forums.


(this post is currently a WIP and I will likely add more comments during the week once I get to play with it more and talked to some people)


Hector Update / Version 1.0.321 / REV 86230 / 24 May 2017

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
  • 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

Comment: The BM feature was announced and discussed in great length on the fourms. Now we can see it in action. The interface to sell items to him looks like the AH interface. The prices for items were way to low to be worth selling anything to him, but those price values will be off anyways because the test-server has no regular dieing mobs. We have to wait until the BM hits the live server to be able to judge its prices and efficieny. I love the look of the massive guards next to the fat guy that has nicely designed animations as well imo.

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, will be 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

Comment: Not a lot of further information compared to the patch announcement tuesday. But now we know how to call the portal in Caerleon: its a ‘Realmgate’ … not a ‘Dark Portal’ .. heh. Maybe the only thing to highlight here is the 1 hour lockout instead of the 2 hour lockout mentioned in the dev recap video last week.

Territory changes

Improved watchtowers
Watchtower territories 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 22h in advance

Comment: As announced.

Declaring GvG fights 22h in advance is important for guilds to take note of!

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


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
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 green 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

Comment: The 5% buff value was unkown prior to now and the 5 min lock to the HG is important to register. Ashen HG’s have no final boss. Why not? Because once new players actually do a 5-player version they expect a chest and get a ‘oh shit’ moment once there is a boss instead of a chest? Probably not and its just to shorten the duration of the thing, but oh well – a thought.

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 weekly 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 weekly 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 weekly 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!

Comment: Skills announced! Invis, Sprint & Flametrail. Standard MMO skills, but cool nonetheless I guess. I’m loooking forward to seeing how rare they turn out to be, especially since they seem to require the T5 version of the faction mount to make the T8 faction mount (T8 morgana horse paragraph is unclear in that regard, but since the other 2 T8 faction mounts require the lower tier faction mount its safe to assume anyhow).

New tutorial

  • Once you get into the first town, you will find friendly Royal agents around to help you find your feet
  • Finish all their tasks, and they’ll reward you with the new Mule mount and a Novice’s Cape

Comment: I played through the tutorial just now and it continues the initial questline (of picking up 3 rough logs and so on) after you make your T1 sword and equip it. Then it sends you to the starter town where you are asked to get more T1 tools, harvest T2 materials, refine them to make your T2 weapon and a set of T2 armor. It ends with sending you to kill heretics to gather 150 silver and using that silver to buy a mount token from the AH. I played the tutorial shortly after the patch went up on the testserver and the mount tokens weren’t seeded on the testserver yet, so I couldnt continue after this, but I assume this concludes the tutorial. I really liked the longer and improved tutorial as it puts you in a much better spot gear wise than the old one did. Props.

Here is what the mount might look like:

Journeyman’s weapons

  • All base weapon types now exist at Journeyman (T3) level
  • Added in this release: hammer, crossbow, quarterstaff, dagger, cursed staff, frost staff
  • This also eliminates the remaining weirdness with the Adept nodes for those weapons

Potion Rework

  • All potion have been revisited and reworked.
  • Potion Cooldown has been reduced to two minutes, and in some cases even lower.
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.

Comment: Potion details! They hadnt been detailed in the initial announcement, but they really have re-done a lot of them. No more revive flasks! (Since you can get up anyway?) Healing potion description is unclear sadly. Will have to try out in-game and report back.


  • Health bars have been given a visual makeover.
  • An energy bar is also now shown beneath health bars.

Comment: Omg. Finally!

  • Load screens are now approx. 700% more sumptuous.

Comment: If you checked out their facebook site they posted some of the artwork for the new loading screens there a while ago.

  • The Destiny Board UI has been brought up to date, and is now much easier to read.
  • The Destiny Board tracker widget is substantially improved:
    • You can change its size!
    • You can show percentages!
    • You can untrack individual nodes!
    • You can switch to an “icons only” view!
  • Destiny Board completion notifications have been updated to be sleeker and more modest (and therefore use up less of the screen).
  • World map has been smoothed and polished.
  • The territory UI has been overhauled, as has the UI for scheduling attacks.
  • The GvG UI has been overhauled too (and you can now kick players from GvG again).
  • Multiplayer expeditions will now tell you what role other players signed up for (so you can kick your “healer” who’s using dual daggers).
  • You can now adjust the quality of footsteps in the options menu.
  • Hovering over resources in the world now displays a tooltip telling you what type of resource it is (can be disabled).
  • The cluster map now has a compass border again!
  • The Keeper leadership – including the Earthmother – once again walks the world, and can be found in Inis Mon.

Comment: “Earthmother. In a yellow zone? Ruined!” (I’m quoting a friend here.)

–edit: appareantly Inis Mon it is supposed to be a unrestricted PvP yellow zone (knowckdowns.. meh), but they forgot to include that on the testserver.  —

But at least we get massive boobs?

  • Inis Mon replaces the old Caerfyddin area.
  • Added a proper “buildings” button to the HUD.
  • The travel planner UI has been improved.
  • The portrait selection UI has been improved (as you can tell, the UI team has been busy).
  • Silver drops should now consistently appear 0.5s after a mob dies (previously they were being blocked by death animations).
  • Armors have had a visual rework, improving quality and making them more readable.
  • Using a ground-target spell no longer interferes with auto-attacking.
  • When force-moving (default RMB in Classic controls), instant spells will now generally not interrupt the movement.
  • You can now use arrow keys to scroll between regions when searching in the world map.
  • Login screen now gives you feedback that it’s doing something when you log in.
  • Added missing armor and weapon sounds.
  • Added missing sounds for various buffs and debuffs.
  • Added missing sounds for various mobs.
  • Added reward jingles for Destiny Board notifications.
  • Added sounds for certain player actions (eg buy, sell, repair).
  • Added sounds when selecting major buildings.

Comment: Ohhh so much good stuff in here. I love the new loading screens, they really are 700% more awesome and it makes the game feel a lot more complete in a way. Weird how these things can make a difference. Most of the other stuff is nice details on the UI improvements and francly downright expected improvements to a 2017 MMO UI.

I won’t comment on the combat balance today as we have to take a much closer look. But we see a few new spells and an across the board increase in CC removal cooldowns. This change specifically may have been influenced by direct community feedback!

Here is a screenshot of T2 armor. Mostly plate got some improvements as far as I could see.

Combat Balance Changes

The balance changes on this server are not final and may change before the update hits the live game!

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


  • Demon Arrow:
    • Hit Delay: 0s -> 0.2s
    • Reduced projectile speed
  • Passive: Slow Poison:
    • Slow Strength vs Mobs: 25% -> 40%


  • Disembowel:
    • Additionally breaks shields buffs of targeted enemies

Fire Staffs:

  • Pyroblast:
    • Cast Range: 9m -> 12m


  • New ability: Power Geyser on W Slot
  • Slowing Charge:
    • Can now be cast on enemies and allies
    • 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
  • 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


  • Battle Howl:
    • Silence Duration reduced by 17%

Nature Staffs:

  • Cleanse Heal:
    • Cooldown: 10s -> 15s


  • New ability: Seperator 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%


  • 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%


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


  • 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


  • Iceblock:
    • Cooldown: 40s -> 60s
  • Perpetual Energy:
    • Duration: 6s -> 8s
  • Retaliate:
    • Increases the resistances of the caster now, instead of reducing it.
  • Reflected Damage: 105% -> 100%
    • Damage Type: Physical -> Magical


  • 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


  • 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%


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

Comment: Faster Ox speed! Tackling one of the turn-offs of the game? Walking.


  • Essences are no longer needed for refining!
  • Essences are now only dropped by special mobs at altar locations.

Comment: Okay, uh. But what are they for now?

— (edit: you can still transmute them in town to make runes at 20:1 , but that’s it I believe?) —

  • You can no longer harvest resources while participating in GvG fights.
  • Focus numbers are now all 10x larger: you get 10x more per day, and as a baseline everything costs 10x more than it used to. (Focus stockpiles should also be multiplied by 10x.)

Comment: Anyone have some insight why they did this? Bigger numbers look cooler in games? Or to accomodate for the new focus balance below?

  • On top of the above change, focus costs now vary by item, depending on their tier and how many resources they use.
  • The chat font is now bigger.
  • Options to auto-deny duel requests and Guild invites are now found in the Social setting rather than the HUD settings.
  • Beginner’s items have been buffed to be somewhat stronger.
  • T2, T3 and T4 hide mobs are now slightly faster to skin (reduced by 50%/25%/10%) to somewhat balance out the time penalty involved in killing the mob.
  • Corrected build requirements for Legendary player houses.

Comment: No more wood needed like in Alpha for all buildings.

  • Reduced the item power soft cap in the Yellow zone from 900 to 800 item power, and in the Green zone from 900 to 700. The scaling factor is also somewhat stronger than it used to be.
  • Laborer balance overhaul:
    • “Fame to progress” recalculated – it should now take ~50 journals to get a laborer to T8. (Note that, to get the laborer to a useful level of happiness, you need the appropriate tier of house and furniture too, which will take somewhat longer to afford for most players. Also note that there is never a disadvantage to levelling up your laborer!)
    • Journal rewards recalculated to match current balance: they should now give ~20% of the value of what they need to fill. Generally this means Fame targets go up and rewards go down, compared to the previous balance.
    • Mercenary journals have had their Fame targets reduced, and their silver rewards rebalanced.
    • Work time is now 22h.
    • Trophy journals now take ~3x as long as an equivalent non-trophy journal.

Comment: Yet another laborer nerf. I suppose ‘free’ additional 20% resources if you remember to take a journal out into the world is alright anyway? And if you wear gathering gear the additional procs give fame and fill the book faster too.

  • Fame rewards for Brittle Skeletons, Frail Skeletons and Ghouls have been reduced by 30-70%.
  • Destiny Board specializations for combat, crafting and farming have had their Fame targets doubled.
  • Destiny Board specializations for gathering and refining have their Fame requirements per mastery level increased by between 1.01x and 2x (scaling linearly from ML0 to ML100).
  • All Destiny Board crafting nodes in the farm tree have their Fame requirements per mastery level doubled (multiplies with the above, where applicable).
  • Destiny Board adventurer nodes have had their Fame requirements rebalanced.

Comment: More fame required to specialize into things. Are they finally confident with how long they want things to take to be unlocked in a live setting of the game?

  • Destiny Board trainee fighter node now unlocks automatically when you reach the center node.
  • Destiny Board journeyman weapon nodes no longer have two stages, and the spell they formerly unlocked is now unlocked from the start.
  • Spell unlocks on the Destiny Board have been repositioned so they unlock earlier.

Comment: Simplifications for noobs is good. :F

  • Region names have been reviewed and, where necessary, streamlined to aid readability and pronounceability. (For example, many Hs were removed from mountain region names, because Celtic is not most players’ first language.)

Comment: Wat. Lol!

  • Material costs of armored horses and oxen increased by 50%.

Comment: Not happy with their AH prices? If anyone wants to venture a guess to why they did that PM me.

  • Mobs will only aggress players by proximity if they’re not in combat: once they start fighting, they will only aggress players who do something aggressive until they die or reset.
  • “Aggressive things” (for the purposes of mob aggression) now includes all aggressive spells on mobs and all beneficial spells on mobs’ targets.

Comment: A fix to pulling single mobs out of packs by leashing the rest? Or am I missing something here? If so, this is pretty big for PvE!

  • Giving a shield to a mob’s target will now cause aggression proportional to the shield’s strength, bringing it in line with healing.

Comment: Another big potential big change to PvE ! No more non-aggro shielding (or pre-engange shielding :O ).

  • Critter/hide mob skeletons will now stick around for twice the mob’s average respawn time, decreasing “skeleton piles” and making it easier to see where higher-tier mobs spawn.
  • Veteran and Elite Morgana Knights have had their mechanics adjusted to be more interesting.
  • Added some additional Guild logos.

Comment: Say My Name and Tridra right? Or am I missing someone?

  • Lowered territory yield buff to 50%, to compensate for the increased amount of resources now found in watchtower territories.


  • Fixed an issue where disconnecting and reconnecting while queued for an expedition did not re-enable the queueing UI.
  • Fixed an issue where keybindings for developer macros were showing up in the options menu.
  • Fixed an issue where Elder’s Legendary House could not be constructed.
  • Fixed an issue where some artifacts were not getting crafting bonuses from the Destiny Board.
  • Fixed the expedition minimap marker being far too big.
  • Fixed an issue with faction capes being incorrectly listed in crafting nodes on the Destiny Board (because you can’t craft them).
  • Fixed an issue where you could get “free repairs” by enchanting a damaged item: enchanting an item now requires it to be undamaged.
  • Fixed an issue where you couldn’t cancel alliance invitations.
  • Fixed an issue with quantity sliders getting stuck after using the “-” button.
  • Fixed an issue with people falling off bridges.
  • Fixed an issue where market warnings were confusing “above average” and “below average”.
  • Fixed an issue where territory guards were respawning too fast: they now take around twenty minutes to return
  • Fixed an issue with game clock and chat timestamps being out of sync.
  • Fixed some issues with the quantity slider in the crafting UI.
  • Fixed an edge case where blue players could manipulate unrestricted PvP zones to attack other blue players when they shouldn’t be able to.
  • Fixed player footsteps sounds for all weapons types.
  • Fixed a number of issues with mob spell audio.
  • Fixed some issues with audio effects on projectiles.
  • Fixed mount footstep sounds and mount interaction sounds.
  • Fixed sound volumes in many places.

— END —

Alright guys! That’s it for todays patchnotes comment blog post.

Please let me know if you have any further comments or corrections and I will add them to the post!

have a nice day :)

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

Patchday Comment

Most of what was on the testserver made it into todays patch.

The big points of this patch are the changes to the reputation balancing and the new feature that prevents dreaded players from entering the royal continent.

Changing the nurturing cycle from 24 to 22 hours and counting picked up silver before deducting tax are long overdue implementations as well.

Check the patchnoes out below.


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

  • Reputation system changes:
    • Changing your flag to red no longer resets your reputation to 0.
    • High reputation PvP defensive buff (crime protection) is only active when flagged blue.
    • As you can now always flag blue, you NO longer get any reputation from gathering/mob killing while flagged red.
    • Increased flagging duration for PvP from 5s -> 15s.
    • Lowered reputation gain, especially for higher reputation ranks.
    • Players with dreaded reputation level cannot enter the Royal continent.
  • Removed music from T5 Heretic Expedition in the Lumberjack Miniboss area.
  • Added music to the T4 Undead Expedition (solo and group) Mage Boss area.
  • Changed animal nurturing and crop watering cycle from 24h to 22h.
  • Silver rankings will now count gross silver picked up (before guild tax).
  • Increased the resource value of T4 Level 1-3 resources, so that enchanted items item values match up with higher tier items (e.g. T4 E1 equals T5 E0).
  • Increased the item value of artifacts by a few hundred silver to balance the value to other items.
  • Changed zoning shield expiring distance: 170 -> 120
  • Configured world bosses to ignore time zones.
  • Removed unnecessary artifact bonuses from Destiny Board nodes for swords, spears, quarterstaffs and plate boots.
  • Added camera shake option.
  • Reverted expedition penalty debuff handling.
  • Added auto deny guild invite option.
  • Added sounds for missing farmable animals: ox, horse, direwolf, direbear, direboar.
  • Players cannot no longer respawn at a guild territory if your reputation does not allow you to enter the area.
  • New characters start initially with 0 crafting focus.
  • Fixed an issue where dying in expedition plus disconnecting allows to teleport to home without losing equipment.
  • Fixed an issue where players were able to get up from a knockdown fast even though the mob was still in combat with other players.
  • Fixed an issue where crafting the Undead Horse did not work.
  • Fixed an issue where amount of silver dropped by killed players is no longer affected by mob difficulty of area.
  • Fixed an issue where sending invitations disabled keyboard.
  • Fixed an issue where the Grip spell from the Undead General didn’t deal damage and didn’t stun the player.
  • Fixed an issue with minor rounding errors for resource values.
  • Fixed an issue where the loot from castles in the lower outlands was set up wrongly.
  • Fixed an issue where Windwall cast triggered a move command too.
  • Fixed an issue where Gathering Gear Backpacks didn’t affect T5 and higher base resources. Instead only worked on enchanted for T5+.
  • Fixed an issue where the crafting specialization for gatherer gear shoes on the Destiny Board also rewarded armor crafting specialization.
  • Fixed an issue where muting players also blocks messages in the say-channel.
  • Fixed an issue where Howl cast triggered a move command as well.
  • Fixed an issue where spell info tooltip was not closed after destiny board was closed.
  • Fixed an issue where player got a penalty when leaving a single expedition while being dead.
  • Fixed an issue where crafting royal set gear was not possible even if all requirements were met.


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