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Abyssal Depths is Live!



Infernal chasms are opening up! The Abyssal Depths update is here, tearing open ancient vaults beneath the continent and unleashing a new era of peril and power. With demon-filled dungeons, a new hub for PvP mayhem, and fire-forged rewards, this update invites players to descend into the Depths – and face what stirs beneath…

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[h3]Into the Abyss[/h3]
The Depths offer fast-paced, small-group PvP encounters in a collapsing dungeon, where players earn buffs, loot, and Souls as they push deeper into hellish chambers, and the boldest can unlock great treasures locked beneath. The new Antiquarian’s Den, accessible from every Royal City and Caerleon, acts as a staging ground for these and all other hell-themed instanced PvP modes. Players can build their Antiquarian Standing by defeating others across the Depths, Corrupted Dungeons, and Hellgates, and unlock hell-themed vanity items and two new sinister spider mounts.



[h3]A Smooth Path Forward[/h3]
A new Orange PvP ruleset in the Depths, where players drop only their inventory on death, offers a more forgiving entry into Albion’s PvP. A fully reworked New Player Experience also now guides adventurers through key systems with greater clarity. The new Character Progression category in the Albion Journal offers structured goals from early play into advanced mastery, and a reworked Learning Point system ensures smoother, more intuitive Destiny Board progression.



[h3]Crystals and Clarity[/h3]
Two new Crystal Weapons join the fray: the Truebolt Hammer, which channels raw energy to shield allies and stun foes, and the Stillgaze Staff, whose cobra form petrifies enemies with uncleanseable control.

Meanwhile, important UI upgrades bring clarity and ease to your journey. Enjoy refined item filters and categorization, a unified HUD tracker that reduces clutter and adapts to your needs, and clear indicators of where vanity items are unlocked, among other improvements.



[h3]Double Twitch Drops[/h3]
To celebrate the release of Abyssal Depths, we’re offering double Twitch Drops until July 13 at 9:30 UTC on AlbionTV and all other streams in the Albion Online category! Here’s how you can get them:
  • Make sure you are logged into the Albion Online account where you want your drops delivered
  • Connect your Twitch account with your Albion Online account here
  • Watch any streams in the Albion Online category on Twitch
Want to look deeper into the abyss? Watch our latest Dev Talks here, read the full patchnotes, and check out the official update page:

LEARN MORE

Changelog: Abyssal Depths Update

This update focuses on instanced PvP content and on introducing new players to Albion. It brings a brand-new PvP mode, a new staging ground for Hell-themed instanced content, a reworked early-game experience, a new Albion Journal category, and much more.

[h3]The Depths[/h3]

The Depths are an entirely new type of dungeon aimed at small groups of players. Players must battle mobs and each other to earn loot, and escape before the dungeon collapses. The Depths have three levels, with greater risk and rewards available the deeper you venture.

Entering and exiting the Depths
  • The Depths can be played in two-player or three-player modes
    • Players can choose to enter either mode with fewer players, if they desire
  • Entrances are located in the Antiquarian’s Den in each city on the Royal Continent
    • These entrances open periodically, meaning players enter in waves
    • Groups entering from different cities can encounter each other in the Depths
    • An individual group must enter from the same city to play together
  • Item Power restrictions
    • Access to the dungeon requires a minimum Base Item Power of 900
    • There is a 1200 Item Power softcap, with 20% scaling above this threshold
    • All healing in the Depths is reduced by 30%
  • Once inside, players cannot leave for a limited period
  • After a time, exits open within the Depths
    • Some exits lead out of the dungeon, allowing players to escape with their loot
    • Some exits lead to a deeper level
      • There are three levels in total
  • After the exits appear, the dungeon level begins to collapse progressively
    • Players inside receive an increasing amount of damage from this as the collapse advances
    • Collapse can be escaped by either leaving the dungeon or descending to a deeper level that has not started to collapse yet
    • A countdown warns when final collapse is near
  • Any players still within the Depths when they collapse, or knocked out while they are collapsing, are killed
Orange PvP
  • The Depths introduce Orange Zones, with new PvP rules
  • On death, inventory is lost but equipped gear is not
    • Equipped gear takes durability damage equivalent to a Yellow Zone knockdown
    • Inventory items have the same trash rate as a death
  • Kills in Orange Zones count as regular PvP kills and appear in the Kills List
    • PvP Fame is awarded, excluding the value of the victim’s equipped items
    • Kill Trophies are awarded, but exclude the value of equipped items when calculating their drop chances
Content in the Depths
  • Within the Depths, players can fight mobs and other groups of players
  • Clearing all mobs in a room will unlock a reward, which can grant either loot or a buff
    • The buffs persist for the time that the recipient is within the Depths
  • Killed mobs and players can drop Souls
    • Enemy players drop Hostile Souls (red), allies drop Friendly Souls (blue), and mobs drop Neutral Souls (white)
    • A killed player always drops a Soul, while a mob will only sometimes drop a Soul
    • While dead, a player will observe their own Soul within the Depths
      • During this time, the dead player can decide to leave the Depths, forfeiting their Soul
      • If the dead player decides to leave the Depths, their Soul will turn into a Neutral Soul for all parties
  • Souls can be carried to Altars within the Depths
    • Any Soul can be offered to an Altar of Greed in exchange for a loot reward
    • Friendly Souls can be offered to an Altar of Awakening to resurrect the dead player
  • Some rooms contain Soulgates, which can be opened with a Soul to exit the Depths
    • These remain open for 30 seconds
  • The deepest level contains a Treasure Vault containing valuable loot
    • After a time, the Treasure Vault becomes marked on the map
    • At this point, Keys appear within the Depths
    • Keys must be picked up and carried to the Vault in order to open it
      • In two-player mode, three Keys are required
      • In three-player mode, five Keys are required
    • Once the Treasure Vault is unlocked, an exit from The Depths opens for 60 seconds

[h3]Antiquarian’s Dens[/h3]

Antiquarian’s Dens are new staging grounds for Albion’s hell-themed instanced PvP content. They allow players easier access to this content, offer a space to meet and gear up, and facilitate larger matchmaking pools.
  • Entrances to Antiquarian’s Dens can be found in every city on the Royal Continent
  • Antiquarian’s Dens contain:
    • Entrances to the Depths, Hellgates, and Corrupted Dungeons
    • A Bank connected to the corresponding city
    • A Repair Station
    • The Antiquarian NPC (more on the Antiquarian below)
  • Players from different Antiquarian’s Dens can encounter each other within its dungeons; however, groups can only enter a dungeon from the same location

[h3]The Antiquarian[/h3]

The Antiquarian is a new NPC located within Antiquarians Dens. The following rewards can be purchased from the Antiquarian with Favor:
  • Two new baby spiders, which can be raised into mounts on an island:
    • Tier 5 Hellspinner
    • Tier 8 Soulspinner
      • The Soulspinner has a unique spell, Soulspindle Pounce, which lifts it into the air and allows it to jump to a different location
  • Demon Cape Crests
  • Hell-themed Avatar and Avatar Ring
Antiquarian Standing is required to purchase these items, with more valuable items requiring higher Standing. Antiquarian Standing can be earned from PvP activity in Hellgates, Corrupted Dungeons, and the Depths.

[h3]Hellgate and Corrupted Dungeon Changes[/h3]

This update makes some adjustments to Hellgates and Corrupted Dungeons to make them more accessible, more rewarding, and improve matchmaking.

Hellgates
  • Hellgates are now accessible via an entrance in the Antiquarian’s Den
    • They can no longer be entered from the open world
  • PvP activity in Hellgates contributes to Antiquarian Standing
  • Hellgate Map item salvage value has been increased from 20% → 100%
    • Hellgate Maps are now unusable
  • Item Power entry requirements have been adjusted:
    • 2v2 Non-Lethal: 800 → 700
    • 5v5 Non-Lethal: 800 → 700
    • 2v2 Lethal: 900
    • 5v5 Lethal: 1000 → 900
  • Item Power softcap:
    • 2v2 Non-Lethal: 900 (10% scaling)
    • 5v5 Non-Lethal: 900 (10% scaling)
    • 2v2 Lethal: 1100 (20% scaling) → 1100 (35% scaling)
    • 5v5 Lethal: 1200 (35% scaling) → 1100 (35% scaling)
  • PvP knockdown time in Hellgates is now unlimited
  • Lava now breaks shields only on molten lava, not already cracked ground
  • Both Loot and Fame have been increased
    • Loot no longer scales with Infamy
    • Fame Scaling from Infamy has been reduced from 50% to 20%
    • Our intent with these changes is to make sure that these features are rewarding from the onset, rather than only rewarding for players at the top end – to accomplish this, the Loot and Fame bonuses more than compensate for the loss of the bonuses previously provided by Infamy
  • 2v2 Hellgates:
    • Hell buff now adds an additional 10% damage increase
  • Removed line-of-sight blocker from various elements inside Hellgates
  • After a victory, players now heal and have any negative effects removed
  • 10v10 Hellgates have been removed
    • Related Albion Journal missions have been moved to a new category called “Archive”
      • This is only visible if you have completed an archived mission
    • Rewards can still be claimed from the Archive category
Corrupted Dungeons
  • Corrupted Dungeons are now accessible via an entrance in the Antiquarian’s Den
    • Their entrances can still be found in the open world as well
  • PvP activity in Corrupted Dungeons contributes to Antiquarian Standing
  • Corrupted Dungeon Map item salvage value has been increased from 20% to 100%
  • Entry requirements now use base Item Power, rather than average Item Power
    • These have been adjusted for Hunter and Slayer Corrupted Dungeons:
      • Hunter: 800 → 700
      • Stalker: 900
      • Slayer: 1200 → 1100
  • Matchmaking has been accelerated
  • Both Loot and Fame have been increased
    • Loot no longer scales with Infamy
    • Maximum Fame scaling from Infamy has been reduced from 50% → 20%
    • Our intent with these changes is to make sure that these features are rewarding from the onset, rather than only rewarding for players at the top end – to accomplish this, the Loot and Fame bonuses more than compensate for the loss of the bonuses previously provided by Infamy
  • After a victory, players now heal and have any negative effects removed

[h3]New Player Experience[/h3]

A reworked early-game experience offers a more structured and streamlined introduction to Albion, while guiding new players through a broad range of available content.

Albion Journal Category
  • A new First Steps category has been added to the Albion Journal, continuing the guided experience beyond the initial tutorial
    • All previous post-tutorial quests and their associated NPCs have been removed
  • Upon receiving the Journal from Captain Tia, players choose from three starting Paths that reflect different playstyles:
    • Adventurer: PvE-focused, introduces players to different PvE activities and the Marketplace
    • Duelist: Emphasizes early PvP with supporting PvE to unlock and equip combat gear
    • Gatherer: Centers on gathering and fishing, without combat
  • Your chosen Path can be changed at any time
  • Once a starting Path has been completed, the full Journal becomes accessible
    • Progress made in other categories during the starting Path will be visible once the Journal is fully unlocked
    • New characters can choose to skip the First Steps category and access the full Journal immediately
  • Players who complete all three Paths are awarded with a scholarly vanity hat to mark their graduation
Improved Tutorial
  • Shortened tutorial, with less gathering and crafting involved
  • Text in tutorial quests shortened, and objective lists in quest UIs reduced
  • Improved tutorial pacing to gradually introduce players to information
  • Various smaller improvements
UI Improvements
  • Improved readability of tutorial HUD hints
  • Several UI and guidance improvements to the Journal system
  • New Starter Town selection screen for players who have completed the tutorial and new characters who have skipped the tutorial
  • All buildings and various NPCs now display a tooltip that explains their function
  • The warning popup when entering a Yellow Zone for the first time has been removed
  • The warning popup when purchasing an item from the Marketplace has been removed
Other Changes
  • A new Showroom Island has been added
    • This is a mockup island which players can visit to preview available features and amenities
    • Accessible via the Island Merchant
  • An Arena Master has been added to all Starter Towns, replacing the Expedition Master

[h3]New Crystal Weapons[/h3]

This update introduces the final two Crystal Weapons, with their own unique spells:
  • Truebolt Hammer (Hammer): Hyperstatic opens a vein of magical energy, protecting allies while stunning and damaging enemies
  • Stillgaze Staff (Shapeshifter Staff): Transforms you into a Crystal Cobra, able to both spit at your enemies and petrify them with your gaze

[h3]New Albion Journal Category[/h3]

This update introduces a new Albion Journal category: Character Progression. This is the final Albion Journal category currently planned.
  • This category rewards progression on the Destiny Board, encouraging players to explore different equipment and playstyles
  • Unique rewards embody themes of enlightenment, wisdom, and mysticism
In addition, two new subcategories have been added: ‘The Depths’ under the PvP category, and ‘Antiquarian’s Den’ under Exploration.

[h3]Learning Point Changes[/h3]

The way Learning Points function has been overhauled to be smoother and more intuitive. The amount of Learning Points it costs overall to complete a node remains unchanged, however.
  • Destiny Board nodes no longer have a 20% threshold at which Learning Points can be spent to complete them
  • A new Quick Learn system has been introduced, replacing Auto-Learn
    • Fame earned for nodes on which Quick Learn is active is multiplied by five, with Learning Points spent as this boosted Fame is earned
    • Nodes on which Quick Learn is active are visually highlighted on the Destiny Board
    • There is an overview UI which shows all categories on which Quick Learn is active
    • If the global Quick Learn option (at the top of the Destiny Board) is active, Learning Points are spent whenever Fame is earned for any active node
    • Nodes which are unlocked through Quick Learn also have Quick Learn applied to them by default
    • Auto-Learn settings that were active before the update are now applied to Quick Learn instead
  • Progress made on nodes before the update has been multiplied by five within their current level. If a node had 20% or more progress, that level has been automatically completed at no LP cost.

[h3]Tracking Changes[/h3]
  • Tracking mobs in the open world no longer change regions during a hunt
  • Blue and Yellow Zones now feature Tier 3 Tracking mobs, designed as more accessible, entry-level encounters than Tier 4:
    • Undead and Keeper Rare Quarries
    • Panther, which drops Rare Animal Remains used for crafting the Journeyman's Prowling Staff
  • These are not affected by player crowding and remain available even with multiple players nearby
  • Starting a new hunt now clears the markers of other tracks on the Minimap and Region Map, making it easier to focus on the current target
    • A white circle quest marker now highlights the target during hunts

[h3]UI Changes and Improvements[/h3]

Combined HUD Tracker
  • All active quests, challenges, Destiny Board nodes, and tracked Albion Journal missions are now visible in a single HUD element
  • Additional trackers such as the Party Finder, Arena Queue, or Region Queue also appear here when active
  • The tracker automatically adjusts based on what’s most relevant to the player’s current state and stage of progression, ensuring key objectives are visible without overwhelming the interface
  • The Combined HUD Tracker can be configured via an integrated Settings menu, and in the HUD Editor
Item Categorization
  • Searching for items by category has been improved in all UIs which support this (eg. Marketplace, Bank Overview, Loadouts, etc.)
  • This now uses more intuitive categories and subcategories, making it easier to find and compare items within these UIs
Vanity Sources
  • Vanity item icons now display an indicator of their source (e.g. Albion Store, events, referrals, etc.) in both the Appearance UI and Inspect UI
  • Within the Appearance UI, vanity items can now be filtered by source 
Death Recap
  • Duration of combat displayed extended from 10 seconds to 3 minutes
  • A dedicated tab has been added to display crowd control effects
    • This tab allows zooming in and out for a detailed view
Other UI Changes
  • Albion Journal opening performance has been improved
  • Minimap skull indicators are now hidden for 1v1 kills, unless the player directly witnessed the kill
  • Improved the food supply UI for crafting buildings to more accurately reflect Silver rewards
    • It now shows the Silver available and the actual Silver paid, in addition to the potential reward
  • Kill Details in the Kill Trophy UI are now disabled in contexts where kill data isn’t available (e.g. Chat, Trade Window, Bank Overview)
  • [CONTROLLER] D-Pad can now be held down to continuously move between elements

[h3]Other Changes[/h3]

Blue and Yellow Zone Changes
  • Blue and Yellow Zones in the open world (and Static Dungeons in these zones) have an Item Power softcap
    • Softcap: 1200 IP
    • Item Power & Awakened Weapon Trait scaling: 20%
  • Yellow Mists and Knightfall Abbeys mirroring the open world have the same softcap
  • Randomized Dungeons are not affected by the Item Power softcap
  • Durability damage on knockdown now scales down when the Base Item Power of an item is affected by an Item Power Cap
    • Repair Costs are also scaled down as a result of this change
    • In these cases, the repair cost of an item is equivalent to an item of equivalent Item Power
      • E.g. if a T8 item is scaled to T6 values and you are knocked down, then the Repair Cost will be the same as a T6 item
    • This change affects all content that scales Item Power
    • Bonuses that provide extra Item Power are not included in this calculation (e.g. from Quality and Destiny Board bonuses)
  • Knockdown duration after being defeated in PvP in Yellow Zones has been reduced from 180 to 90s
Reaver Line
  • Rewards from this line are now limited to Expedition and Avatar unlocks
  • Removed bonus damage and defense against mobs from Reaver
    • Mob Power has also been reduced accordingly, so players with Tier 8 Reaver will notice no difference, and new players are no longer gated by Reaver unlocks
  • Given the significance of these changes, their impact and player feedback will be monitored closely
Resource Mists
  • Legendary Resource Mists are now always Tier 8
  • Resource Wisps are now slightly rarer but have a much higher fill rate
Melding
  • Multiple artifacts can now be melded at once
  • Melding is now quicker
Other
  • The Fame buff from World Bosses has been reduced from 1% to 0.5% per stack
  • Faction-flagged players now receive a protection bubble at the threshold of the city for which they are flagged
  • Players now retain their Faction Flag after participating in the Arena and Expeditions
  • Standard Arena entry requirements have been lowered from 700 to 600 IP, and equipment is now hardcapped at 600 IP
  • Carried items dropped near exits are now pushed back to ensure they remain accessible
  • Maps to Randomized Dungeons now can only locate dungeons within regions of the same type
    • This means that maps can no longer be used from cities or Hideouts
  • A short delay has been added between allowed gate interactions, to prevent players from accidentally entering and immediately exiting castle gates when double-clicking
  • Outlands player count estimates now show 16 - 30 and 31 - 50 ranges, instead of a single 16 - 50 range
  • Bleed damage dealt by Morgana arbalists has been reduced
  • [CONTROLLER] Improved targeting of area target spells
  • [CONTROLLER] The targeting speed of area target spells should now be consistent on all frame rates
    • As a result, the speed may feel different than before for some players
    • Players can adjust Spellmarker Stick Sensitivity in the settings

[h3]Combat Balance Changes[/h3]

Arcane Staffs

Astral Staff has been hard to deal with in large group fights, so its resilience penetration has been reduced to keep its top-end damage potential comparable to alternatives.
  • Starfall (Astral Staff)
    • Resilience Penetration: 50% → 35%
Time Freeze has continued to be a very powerful utility option for groups, so its Energy cost and cooldown at lower Item Powers have been increased in order for it to require a bit more investment for its impact (cooldown is reduced after 1466 IP).
  • Time Freeze (Great Arcane Staff)
    • Energy Cost: 15 → 27
    • Cooldown: 50s → 72s
    • Cooldown reduction per 100 IP: 1s → 2.5s
Axes

Bloody Reap had fallen out of the meta after its previous nerfs, so some of those changes have been reverted to bring it back into contention.
  • Bloody Reap (Infernal Scythe)
    • Cooldown: 25s → 20s
Razor Cut is a great option for players who want to brawl. As a bug has been fixed that resulted in lower healing than expected, its lifesteal strength has now been reduced to compensate.
  • Razor Cut (Bear Paws)
    • Lifesteal strength: 20% → 15%
Bows

Following the previous buff that significantly reduced its cooldown, Deadly Shot has been highly effective. To keep its range in line with the rest of the field, a previous buff has been reverted to limit some of its low-cooldown offscreen poke.
  • Deadly Shot (all Bows)
    • Range: 20m → 18m
Enchanted Quiver has struggled to find a place since its rework. Alongside a shorter cooldown, the number of enchanted arrows has been reduced, while their damage has been increased to make each shot more impactful.
  • Enchanted Quiver (Bow)
    • Amount of initial arrows: 6 → 4
    • Additional arrows on recast: 4 → 3
    • Maximum arrows: 6 → 5
    • Physical attack bonus Strength: 230% → 280%
    • Physical attack bonus with enemy player within 6m: 185% → 235%
    • Cooldown: 12s → 10s
    • Energy cost: 19 → 11
In addition to a more generous hitbox, Multishot’s mini knockback has been removed and replaced by a slow, and its damage has been increased significantly to make it both more attractive to play with, and less frustrating to play against.
  • Multishot (all Bows)
    • Removed knockback
    • Added: 30% slow for 1s
    • Cooldown: 5s → 3s
    • Damage: 115 → 127
    • Cast time: 0.3s → 0s (Stand time remains 0.2s)
    • Hit delay: 0s → 0.2s
    • Range: 12m → 13m
Raging Storm’s initial hit now counts as direct damage, which means Bloodlust (Mercenary Jacket) will now heal once per target hit, and Counter (all War Gloves) will be a working counter, among other new interactions. Its storm and DoT durations have been increased to improve its damage reliability, but the total damage dealt has not changed.
  • Raging Storm (Bow of Badon)
    • Initial impact damage now counts as direct damage
    • Storm Duration: 4.8s → 5s
    • DoT duration: 1.8s → 2s
    • Projectile accuracy increased at max range
Crossbows

Divine Engine has picked up in play following its recent buffs. Its performance is being monitored but, in the meantime, an energy cost has been added.
  • Divine Engine (Energy Shaper)
    • Energy cost: 0 → 29
Cursed Staffs

Armor Piercer has received an AoE escalation in addition to its resistance reduction debuff, but as it already performs well, its damage output has been reduced to compensate.
  • Armor Piercer (all Cursed Staffs)
    • Damage: 130 → 110
    • Added missing AoE escalation to resistance reduction
Daggers

Deadly Swipe has had its range reduced to keep its mobility potential under control.
  • Deadly Swipe (all Daggers)
    • Range: 5m → 4.5m
Frost Staffs

Avalanche has been picking up some play, but to give it another small push, its slow can no longer be cleansed while in the snowball’s trail.
  • Avalanche (Hoarfrost Staff)
    • Slow no longer cleansable
Glacial Prison did not have a clear range indicator for the size of its damage, so its damage size has been unified with its vfx for better readability, and its damage increased to compensate.
  • Glacial Prison (Chillhowl)
    • Damage radius: 8m → 6m
    • Damage: 230 → 249
Hammers

Seismic Tremor’s final hit has been sped up to improve its gameplay feel.
  • Seismic Tremor (all Hammers)
    • Channel time: 1.8s → 1.6s
Holy Staffs

Sacred Pulse’s heal has been changed to single target in order to help Holy Staff players feel more secure in PvE.
  • Sacred Pulse (all Holy Staffs)
    • Heal: 40 → 94
    • No longer heals in a 5m radius around the target
Smite has had its cooldown and damage increased to help Holy Staff PvE.
  • Smite (all Holy Staffs)
    • Cooldown: 2s → 3s
    • Direct damage: 100 → 151
    • Mark damage: 30 → 43
Sanctify’s area removal pool has been expanded slightly to include two spells that contain buffing components in addition to their hostile effects. This will give players additional valid removal targets and thus increase the potential value of an Exalted Staff support.
  • Sanctify (Exalted Staff)
    • Now also removes negative enemy effects with buffing components:
      • Smokebomb (Hellion Hood)
      • Time Corridor (Occult Staff)
Maces

Gravitas has received a cooldown reduction to reduce Morning Star’s downtime.
  • Gravitas (Morning Star)
    • Recast cooldown: 45s → 40s
Nature Staffs

Thorn Growth’s area now has a larger initial radius to make it easier to land in PvP against moving targets.
  • Thorn Growth (all Nature Staffs)
    • Initial area radius: 0m → 1m
Well of Life’s cooldown has been reduced to give Wild Staff players a faster second cast if the initial cast didn’t provide sufficient healing.
  • Well of Life (Wild Staff)
    • Cooldown: 25s → 20s
Quarterstaffs

Mystic Rocks’ aura radius has been increased slightly to help Staff of Balance players better control the battlefield.
  • Mystic Rocks (Staff of Balance)
    • Healing reduction and slow aura radius: 6m → 6.5m
Shapeshifter Staffs

As Hellspawn Imp continued to dominate at the top end of 2v2s, a disruption factor has been added to Hellfire Barrage, which reduces the channel duration if hit to give opponents a clear option to fight back. If not under pressure, Hellfire Barrage’s output is unchanged.
  • Hellfire Barrage (Hellspawn Staff)
    • Disruption factor: 0 → 5
Spears

Corrupting Steel’s area damage often felt like a tacked-on afterthought. It has therefore been reworked to offer additional magical resistance reduction, giving certain compositions a reason to choose a Spirithunter.
  • Corrupting Steel (Spirithunter)
    • Area no longer deals damage over time
    • Area now decreased enemy magical resistance by an additional 0.04
    • Added AoE escalation to resistance reduction
Swords

Swords’ passive move speed has been reworked to preserve their high movement speed bonus in active combat while reducing their escape potential if there are no targets nearby.
  • Heroic Charge (all Swords)
    • Removed: 9% Movement speed per stack
  • Heroic Cleave (all Swords)
    • Added 20% movement speed buff for 5s on hit
  • Heroic Strike (all Swords)
    • Added 20% movement speed buff for 3s on hit
  • Iron Will (all Swords)
    • Movement speed buff: 10% → 30%
Limit Breaker had been taking over as a ZvZ powerhouse, offering high damage and utility. Its slow has now been removed, its cooldown increased, and its resilience penetration reduced. In turn, its damage buff duration has been increased.
  • Limit Breaker (Infinity Blade)
    • Removed slow
    • Damage buff duration: 5s → 6s
    • Cooldown: 20s → 25s
    • Resilience Penetration: 30% → 25%
Majestic Smash has struggled to find consistent success since release. Its knock-up will now be applied faster and ignore existing diminishing returns, but will no longer be stackable.
  • Majestic Smash (Kingmaker)
    • Hit delay: 0.2s → 0.1s
    • Knock-up now ignores existing diminishing returns
War Gloves

Dragon Leap’s first cast’s range has been reduced, and a small stand time added to limit its mobility potential.
  • Dragon Leap (all War Gloves)
    • Stand time: 0s → 0.1s (first cast only)
    • Range: 4.5m → 4m (first cast only)
Earth Crusher’s knock-up duration has been increased to further push this weapon towards a powerful utility role.
  • Earth Crusher (Ravenstrike Cestus)
    • Knock-up duration: 1.2s → 1.4s
Fleet Footwork’s Roundhouse Kick stand time has been reduced slightly, but Cross Step’s cooldown and maximum range have been reduced to limit its overall mobility.
  • Fleet Footwork (all War Gloves)
    • Standtime: 0.4s → 0.35s
    • Cooldown: 3s → 4s
    • Dash range: 7m → 6m
Gravitational Collapse’s slow had been too effective at preventing some targets, in particular plate targets, from escaping. Its base slow duration has therefore been significantly reduced, but it now benefits from AoE escalation to reward big claps.
  • Gravitational Collapse (Spiked Gauntlets)
    • Slow duration: 4s → 2s
    • Slow duration now benefits from AoE escalation
Offhands

Following its previous nerf, Sacred Scepter hadn’t felt impactful. A portion of the power it lost has therefore been returned to make it an attractive option against CC.
  • Sacred Scepter
    • Crowd control resistance factor: 1.2 → 1.8
Helmets

Nasty Wounds’ area duration has been increased to help it function more effectively as an area denial tool.
  • Nasty Wounds (Hood of Tenacity)
    • Area duration: 2.5s → 4s
Energy Regain has been reworked into Energizing Shield to offer rewarding in-combat usage.
  • Energy Regain (all Helmets)
    • Reworked into the new ability: Energizing Shield
      • Gain a shield absorbing up to 192 damage for 3s
      • Restores 25% of your missing energy
      • Cooldown: 20s
Shoes

Elbow Smash’s cooldown has been reduced to enable it to be used as an opener for more combos, but its maximum range has also been reduced to keep it in line.
  • Elbow Smash (Judicator Boots)
    • Cooldown: 25s → 20s
    • Range: 11m → 10m
Battle Mounts

Lightning Storm’s interrupting DoT duration had been highly frustrating for opponents, especially against multiple Battle Eagles. To reduce the impact of failing to dodge or cleanse this effect, its total duration has been reduced.
  • Lightning Storm (Battle Eagle)
    • DoT duration: 8s → 6s
  • Earth Tornado (Juggernaut)
    • No longer able to pull mounted enemies
Miscellaneous
  • Item Power for lower-tier equipment has been increased:
    • Tier 2: 300 → 500 IP
    • Tier 3: 500 → 600 IP
  • Armor abilities below Tier 4 have been adjusted and reordered to unify spell selection across all lines
    • All Tier 2 armor has gained a second active and passive ability
    • All Tier 3 armor has gained a third active and passive ability
  • Dodge is now the default first-slot ability for all combat shoes
  • To maintain balance after fixing an issue with lifesteal returning less health than intended, the following foods have had their lifesteal values reduced by about 25%.
    • Roast Chicken, Roasted Whitefog Snapper, Roast Goose, Roasted Clearhaze Snapper, Roast Pork, and Roasted Puremist Snapper
  • These abilities have had their skillshot indicators adjusted:
    • Vicious Barrage (Siegebow)
    • Spear Throw (Heron Spear)
    • Polymorph (all Shapeshifter Staffs)
    • Raging Storm (Bow of Badon)
  • These abilities no longer require line of sight:
    • Caltrops (all Crossbows)
    • Ballista Support Fire (Royal Helmets)

[h3]Fixes[/h3]

Spell Fixes
  • Auto-attack (Forcepulse Bracers): Fixed issue where Tiers 4 to 7 did not use the intended 3-hit pattern
  • Corrupting Steel (Spirithunter): Fixed issue where the initial resistance reduction from the spear hit could not be cleansed
  • Raging Storm (Bow of Badon): Fixed issue where the damage-over-time visual effect would not display after leaving the storm area
  • Fixed issue where Cleansing Potion would not provide immunity to transformation crowd control
  • Fixed issue where Siege Hammers could benefit from attack range buffs
UI Fixes
  • Fixed issue where players could not switch between enchantment levels of selected resources in the Marketplace
  • Fixed issue where clicking a character’s name in the player context menu opened via chat could cause unintended movement
  • Fixed issue where the Death Recap UI prompt would obscure match stats in the Arena
  • Fixed issue where Guild and Alliance Rankings would not load for players who were not members of a guild
  • Fixed issue where Weakened Wisps and Smuggler’s Crates would remain on the minimap for a short time after being picked up
  • [CONTROLLER] Fixed issue where Server Selection and Settings menus could not be opened using button shortcuts
Mob Fixes
  • Fixed issue where Tier 3 and Tier 4 Cougars and Sabretooth Tigers had the same health
    • Tier 4 Cougars and Sabretooth Tigers now have higher health, and their Fame and loot has been adjusted accordingly
  • Fixed issue where the Bewildered Heretic Brawler could hit twice with certain parts of the Tremor ability
Other Fixes
  • Various additional graphical, animation, terrain, audio, UI, and localization fixes

Creator Spotlight: AquiMario

Creator Spotlight is a series where we shine a light on Albion Online’s dedicated Content Creators by sharing their stories, unique perspectives, and favorite moments. Get to know them and, if you’re intrigued, follow their channels for more!



[h3]AquiMario[/h3]What is the main content you create on Twitch/YouTube?

The main content I create is focused on teaching both new and veteran players in the Spanish-speaking community how to earn Silver by gathering Stone. Many players say that Stone doesn’t generate Silver, but I specialize exclusively in Stone, and I’ve shown how farming it can earn you over 300 million Silver in a month. I have several videos talking about this, and in one of my TikTok Shorts I even show my bank with more than 300 million in resources, most of it from Stone I gathered then refined. Little by little, people are beginning to trust in Stone, thanks to the results I’ve shared. The community has even given me the nickname “The God of Stone”.

[previewyoutube][/previewyoutube]
How and when did you get into creating Albion Online content?

I started creating Albion content three years ago, when I discovered this wonderful game through an ad and decided to become an Albion creator. My life now revolves around Albion Online. Resource farming is what drives me, and I check everything about it every single day. Thanks to Albion, I’ve built a strong community with over 8,000 subscribers on YouTube, more than 8,000 followers on Twitch, and over 4,000 followers on TikTok, all with thousands of views! And this is just the beginning!

Do you have a favorite video of yours that you think everyone should have seen? Let us know why it's special!

This first video is very special because it helps new players get started in Albion, since many feel lost after finishing the tutorial. The Game Director mentioned that they’re planning to improve the new player experience, and this video ties into that goal:

[previewyoutube][/previewyoutube]
This second video is also very important. It covers the new Smuggler’s Dens introduced in the latest Albion update. I share tips on how to make good money gathering resources, depending on the biome players prefer to play in:

[previewyoutube][/previewyoutube]
Do you have any new content in the making that you would like to tease?

I have several new topics in the works. One of them is aimed at teaching new players that, if they gather resources efficiently and follow a few specific steps, they can quickly earn Silver and use that to buy builds. That way, they can jump into Black Zone PvP without the fear of losing too much.

What advice would you give other players who are considering becoming Albion Online content creators?

My advice is to focus on one specific area of Albion, because the game is massive and has a ton of content. Pick something, specialize in it, and show it to the world! By doing that, both the creator and the game continue to grow. Albion Online is unique and deserves far more recognition than it currently has!

The Crucible is Coming



Get ready for the Crucible… Beginning July 5, top creators from around the world will be battling across Albion’s expanses in a relentless, month-long contest for glory – and some very special prizes.

The concept is simple:
  • Sponsored content creators form guilds, and work to earn points over four weeks through their guilds’ activities
  • Only new guilds are permitted to enter, and alliances are strictly forbidden
  • Points are earned from a combination of Challenge Points (earned through various PvE activities), and Season Points (earned through holding territories, gaining Might, and other guild activities) – weighted so that each is of equal importance
  • After the second week of the contest, all points earned will be multiplied by 1.5
  • At the end of the contest, the creator whose guild has the most points will be crowned champion of the Crucible


But that’s not all, because the first-placed creator will receive a momentous prize indeed: an actual, IRL, no-joke, real, life-size Galatine Pair! That’s right, the good folk at Man At Arms have acquired some Steel Bars, Worked Leather, and Crystallized Magic, and as we speak are forging them into a potent pair of swords imbued with Albion’s mysterious energies.

[previewyoutube][/previewyoutube]
This truly one-of-a-kind item is a priceless memento to the winning guild’s epic triumph – and, in addition, the top 20 creators will receive a number of gifted subscribers for their efforts. Here’s a full list of prizes:
  • 1st place: 2,000 subs and one Galatine Pair
  • 2nd - 5th place: 1,000 subs
  • 6th - 10th place: 500 subs
  • 11th - 20th place: 150 subs
Competing guilds can play on whichever server they choose, with the contest beginning with the start of Season 28 and ending exactly four weeks later on each server:
  • Albion Asia: July 5, 00:00 UTC – August 2, 00:00 UTC
  • Albion Europe and Americas: July 5, 11:00 UTC – August 2, 11:00 UTC
An epic battle awaits, don’t miss the action!

Guide: Awakened Weapons



Awakened Weapons are powerful elements of Albion Online’s arsenal, offering players a uniquely powerful option to change the tide of battle. But what really makes them unique is that each one can be customized by its owner, offering the opportunity to enhance certain characteristics to fit a specific playstyle. And what’s more, each Awakened Weapon carries a record of its owners – offering a place in Albion’s history to those who have wielded one of these fearsome items.

To find out everything you need to know about Awakened Weapons, and how to start creating your very own, check out our guide here:

LEARN MORE