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Changelog: Realm Divided Update

This update completely restructures Faction Warfare in Albion Online, making PvP on the Royal Continent dynamic and ever-present. The continent has been divided into Provinces, which act as theatres for large-scale battles that determine the course of Albion’s Faction conflict. New objectives offer players opportunities to compete for rewards, from Faction Camps and Chests for small-scale skirmishes, to large Faction Fortresses which can be the site of great Sieges that shape the tide of war. Faction Transports allow players to reach the frontlines rapidly, and new vanity rewards can be earned to display your dedication to your Faction.

[h3]Provinces[/h3]

The Province system reshapes Faction Warfare gameplay, focusing the action into active conflict zones which shift and evolve over time. Factions strive to attack and take over rivals’ Provinces, with rewards and bonuses available for participating players. This generates a dynamic territorial system on the Royal Continent, as Factions engage in an ongoing struggle for dominance.
  • A Province consists of multiple regions on the Royal Continent
  • There are 20 Provinces in total
    • 15 non-lethal Provinces
    • 5 lethal Provinces
A Province is in conflict if a neighboring Province is attacking it. When a Province is in conflict:
  • Faction Chests and Raided Camps can spawn (more on these below)
  • Outposts can be captured by either attacking or defending Provinces
    • During the Bandit Assault, Outposts in those regions can be captured by any Faction, as before
  • Players who are flagged for either an attacking or defending Faction in a Province can generate Supplies for their Faction (see below)
Faction-flagged players receive Fame, Silver, and loot bonuses in Provinces their Faction owns or is contesting. Players in Provinces their Faction controls that are under attack receive both bonuses.

Supplies

Supplies are a points system that applies to each Province in conflict. Attackers and defenders can generate them by the following means:
  • Controlling Outposts
    • This generates Supplies for the controlling Faction over time
  • Opening Faction Chests
    • This generates Supplies only for the first Faction who opens the chest
  • Completing Faction Camps
    • This generates Supplies only for the first Faction who opens the chest
At set points during the day, the Supplies for attackers and defenders are assessed, and the Faction with the most Supplies is declared the winner. Depending on who wins, this has the following outcome:
  • Attacking Faction is victorious:
    • Supplies are no longer generated in that Province by any side
    • A Fortress fight begins (see ‘Faction Fortresses’ below)
  • Defending side is victorious:
    • The conflict ends in that Province
    • The defending side declares an attack on a neighboring Province
Attacking a Province

A Province will begin an attack on a neighboring Province in the following cases:
  • If an attack on a Faction Fortress has been successful, the victors will then begin to attack another Province
  • If an attack on a Faction Fortress has failed, the defenders begin an attack on a neighboring Province
  • If a Faction has too few active conflicts, they will begin a new attack
    • At any one time, a Faction should have two attacks on non-lethal Provinces, and one attack on a lethal Province
Factions are limited to one outgoing attack on a red zone Province at a time. If they already have one of these active, they will not declare a new one even if one of the above rules would otherwise cause them to do so.

Cut-off Provinces

A Province is considered cut-off if it is not directly connected to its Royal City by friendly Provinces. In cut-off Provinces:
  • No Fame, Silver, and loot bonuses are granted to the controlling Faction
  • Faction Camps and Faction Chests do not appear
  • There is no contest for Supplies
  • Fortresses can be attacked at any time by a Faction which controls all regions within the Province, and an adjacent Province that is not cut-off

[h3]Faction Fortresses[/h3]

Faction Fortresses are fortifications which stand within each Province, providing a climactic battle objective to a Province conflict, where attackers attempt to break in and seize control while the defenders fight to repel them.
  • Each Faction Fortress is owned by a Faction
  • The Faction which controls a Fortress also controls its Province
  • If an attacking Faction wins the supply battle in a Province, they will begin a Siege on the Fortress
Sieges

Fortress battles take the form of a Siege, where the attacking Faction attempts to break through its defenses and seize control of the Fortress. Sieges are announced shortly before they begin, once an attacking Faction has been declared victorious in the Province conflict.

Before a Siege begins:
  • All players who do not belong to the defending Faction are removed from the Fortress
  • The Fortress gates are closed
  • Guards man the Fortress
When a Siege is underway:
  • Members of an attacking Faction can attempt to destroy its walls and gates using Siege Hammers
  • Members of a defending Faction can repair its walls and gates using Siege Hammers
Once inside a Fortress, attacking players can capture it by standing within its tower. If they remain there for long enough, the attackers are declared victorious, the Siege is over, and ownership of the Fortress passes to them.
  • A ring around the tower displays the progress of this capture
  • A capture will only progress when every player within the tower belongs to the attacking Faction
  • When this process begins for the first time, a number of Guards appear in a Last Stand against capture
    • These must all be killed before the Fortress can be captured
Defenders can end a Siege by completing the Fortress Defense, displayed by a bar at the top of the screen. Fortress Defense Progress is earned ongoingly as long as the Siege is active, meaning attackers have a limited time to capture the Fortress. If the defenders end the Siege successfully, they are declared winners.

In cut-off Provinces there is no Last Stand during an attack.

Weapons Caches

During a Siege, Weapons Caches can appear close to the Fortress. These are initially locked. When they appear, all players in the area are notified that a Weapons Cache is nearby. After a short time, they are unlocked and can be captured by players of any Faction.
  • If the defenders capture a Weapons Cache, they receive a boost to their Fortress Defense Progress
  • If the attackers capture a Weapons Cache, the defenders lose some Fortress Defense Progress
  • The Faction which captures the Weapons Cache also receives a stacking buff to their damage and defense
    • This buff applies to all players of that Faction in the Fortress region until completion of the Fortress fight

[h3]Faction Chests[/h3]

Faction Chests are new objectives which can spawn in any Province that is in conflict.
  • Faction Chests exist in different rarity levels
  • Only Faction-flagged players can open them
  • Loot is divided amongst all players of the same Faction within a certain radius, even if they are not in the same Party
  • When not actively being looted by one Faction, members of an opposing Faction can also loot the chest
  • After a period, the chest can be looted by anyone, regardless of Faction status

[h3]Faction Camps[/h3]

Faction Camps are Faction supply camps that have been overrun and looted by opportunistic bandits. Faction-flagged players can expel these bandits to earn loot for themselves and Supplies for their Faction.
  • Faction Camps can appear in any Province that is in conflict
  • They appear in two sizes:
    • Small Camps for solo players and small groups
    • Medium Camps for medium-sized groups
  • To complete a camp, all mobs within it must be defeated
  • Completing a camp unlocks a chest, which can be opened by any Faction-flagged player
    • This chest functions in the same way as Faction Chests
  • The first Faction to open the chest earns Supplies as well as loot
  • Once completed, a camp remains inactive for a set amount of time

[h3]Faction Transports[/h3]

Faction Transports offer players a way of getting into Faction Warfare action quickly from the Royal Cities.

Faction Transports can be found:
  • In each Royal City, close to the Faction Leader
  • In Yellow Zone Faction Fortresses
Players can use a Faction Transport when flagged for the corresponding Faction. A choice of destinations is then presented:
  • A Province that is in conflict
  • An open party currently in a Province that is in conflict
    • If a Faction flagged Party leader selects the option to "Open Party for Faction Warfare", their Party can appear as a Faction Transport destination
  • The Royal City of the player’s Faction
Depending on the conflict status of the destination region, players can arrive at region entrances, friendly Outposts, or friendly Fortresses. Note that when traveling to red zones, only entrances next to a yellow zone Province controlled by the player’s Faction are valid destinations.

Using a Faction Transport requires a Silver fee, which is calculated based on the items a player is carrying and the distance to their chosen destination.

[h3]Faction Warfare Mounts[/h3]

To revitalize Faction Warfare rewards and give Faction Mounts a more defined role among their peers, they’ve received new passive abilities. These abilities are available on both Saddled (Tier 5) and Elite (Tier 8) Faction Mounts.
  • Saddled Moabird/Elite Terrorbird
    • Injured Escape: Activates when you take damage, increasing your move speed by 100% for 1.5s
      • Cooldown: 20s
  • Saddled Bighorn Ram/Elite Bighorn Ram
    • Charged Gallop: After 4 seconds of gallop, increases gallop move speed by 15%
  • Saddled Swamp Salamander/Elite Swamp Salamander
    • Camouflage: Activates when you take damage, turning you invisible for 2s
      • Cooldown: 45s
  • Saddled Winterbear/Elite Winterbear
    • Winter Lord: Gain Winter Lord Charges each time you take damage; once you have 10 Charges, you become immune to crowd control for 4s
      • Cooldown: 90s
  • Saddled Wild Boar/Elite Wild Boar
    • Boar Sprint: Activates when mounting up, increasing your move speed by 30% for 2s
      • Cooldown: 60s
  • Saddled Greywolf/Elite Greywolf
    • Feral Intimidation: Activates when you dismount, reducing the resistances of mobs in a 15m radius around you
      • Cooldown: 30s
For a full overview of the updated Faction Mount spells and stat changes, see Combat Balance Changes below.

[h3]Other Faction Warfare Changes[/h3]
  • Faction Points can be earned from the new Faction Warfare features
    • Faction Points generated from controlling regions and Outposts have been rebalanced to fit with the new Province system
    • Faction Point to Faction Standing ratios have been adjusted to account for the new sources of Faction Points and keep higher Faction ranks prestigious
  • Added a new ‘Faction Conquest’ subcategory in the Albion Journal PvP category, with new Faction Warfare missions
    • Existing Faction Warfare missions have also been reorganized
  • Removed buff that applied when a Faction controlled too few regions
  • Faction-flagged players in yellow zones can now execute knocked-down Faction-flagged players
  • Knockdowns that occur between Faction-flagged players now result in 30% less durability damage
    • As a result, repair costs are 30% lower
  • Faction-flagged players killed during Faction combat respawn either at an Outpost their Faction controls in the region or, if none exist, at an entrance to the region
  • Nameplates for Faction-flagged players have been made clearer and more readable
    • These are turned off by default to not impact the gameplay experience of non-Faction Warfare players, and to collect more feedback about this feature.  We encourage players to opt-in to this feature and leave feedback for us on our official forums!
  • Regions with an active conflict or a Fortress Siege now have equal numbers of region queue slots for each Faction involved
  • When Faction-flagged, the World Map now opens with the Faction Warfare overlay active by default

[h3]New Faction Vanity Items[/h3]

A brand-new vanity set, the Faction Legionnaire, is available from the Faction Commander in each Royal City, along with brand-new Avatars and Avatar Rings. These items proudly display your Faction’s colors, allowing you to show off your allegiance, and this changes when you enlist with a new Faction. These new vanity items are available to purchase with Faction Points once you have attained the necessary rank.

[h3]Season 28 Winner Statues Unveiled[/h3]

The statues to honor the winners of Season 28 are now viewable in each servers’ Conqueror’s Hall. Congratulations go out to PIVAS, Sunset, and Woof Woof!

[h3]New Player Experience[/h3]

The early-game experience has been improved with additional content and guidance for new players:
  • A new cinematic now plays after the tutorial, accompanying players on their voyage to the Royal Continent and showcasing the adventures that await
  • Players can now sell all obtainable items during the tutorial at the Marketplace in the Cove, except Soups and Mules
  • Added new tutorial hints

[h3]UI Changes[/h3]
  • Marketplace UI ‘Sell’ tab now displays the estimated sell value after repairs of damaged items
  • Default minimap zoom in cities for fresh accounts is now 10%
  • Exit icons on region maps are now clickable, opening the map of the connected region
  • Double-clicking the region map now pings that location
    • CTRL+ click pings to attack
    • Shift + click pings to defend
  • Minimap ping button has been improved and now shows explanations and shortcuts
  • Speech bubbles have been removed from all building and quest-giver UIs
  • Static Dungeon entrance tooltips now display recommended group sizes
  • Unread notification indicators have been disabled for the Activities menu
  • The Real Estate UI now includes a button linking to additional information

[h3]Changes[/h3]

New Crossbow Spell

Crossbows have a new W spell, Explosive Salvo, to improve early-game PvE and provide more options for Crossbow players across content types.
  • Explosive Salvo
    • Launch a salvo of explosive bolts at the targeted position, dealing 135 damage in a 4.5m radius
    • Creates corrosive fumes for 3.5s, decreasing enemies damage resistances by 0.14
    • Cooldown: 12s
    • Range: 11m
    • Hit delay: 0.25s (+ projectile time)
    • Stand time: 0.5s
Crossbow’s spell unlock order has also been adjusted to accommodate the new ability and improve early leveling options:
  • Always unlocked: Auto Fire, Explosive Bolt, Explosive Salvo
  • Level 6: Sunder Shot
  • Level 15: Caltrops
  • Level 40: Knockback Shot
  • Level 70: Noise Eraser
Item Categorization Changes

Updated Marketplace and Bank item categories:
  • Capes and Bags are now separate top-level categories
  • Gathering gear category names now match their corresponding item names:
    • Armor → Garbs
    • Head → Caps
    • Shoes → Workboots
    • Accessories → Backpacks
New Furniture Items
  • All furniture items from the Showroom Island are now available to purchase for Player Islands
Other Changes
  • Doubled Adventurer’s Challenge points for gathering to better align with the PvE rate
  • Tomes of Insight can now be combined into higher tiers at the Artifact Foundry
    • This process is irreversible
  • Guild Season Avatar Rings can now be salvaged for Community Tokens
  • Improved the player report system with categorized infraction types
    • Players must now select a Category and Subcategory when submitting a report
  • Starting a Tracking hunt now removes the Tracking Toolkit search circle
  • Using a Tracking Toolkit during an active hunt now displays a warning message
  • Added a Repair Station outside the Mists Portal in Brecilien
  • Added overhead message and audio cue for knockdowns
  • In the Interface settings, the option to display only player-related damage numbers is now enabled by default
  • Tier 3 Static Dungeons no longer have events, and no longer upgrade
  • In the Interface settings, the option to show “Only Player-Related Damage Numbers” has been renamed “Show only your Damage numbers”
    • This is now enabled by default for all players
  • Updated buff tracker VFX for Tower Chariot’s Energy Cloud spell
  • Added new VFX for Royal Cowl’s Perpetual Energy spell
  • Polished and fixed many spell audio effects

[h3]Combat Balance Changes[/h3]

Arcane Staffs

Astral Staff have had their Resilience Penetration reduced to align with most melee weapons.
  • Starfall (Astral Staff)
    • Resilience Penetration while channeling: 30% → 20%
Axes

Relentless Assault’s dash stand time has been reduced for a smoother combat feel. However, as it was already performing too well with some group PvE builds, it now deals reduced damage against mobs.
  • Relentless Assault (Crystal Reaper)
    • Dash end stand time: 0.3s → 0.25s
    • Damage to mobs: 105 → 95
Greataxe has regained its bonus movement speed during the channel, but this effect now only applies while actively hitting enemies.
  • Whirlwind (Greataxe)
    • Added 20% bonus move speed for 0.75s on hit
Bows

As Wailing Bow’s solo PvE performance was weaker than comparable weapons, it now deals its maximum player damage to any mob hit. Hitting mobs will still escalate player damage values.
  • Demon Arrow (Wailing Bow)
    • Now always deals 391 damage to mobs
Bow of Badon has overperformed from solo PvP to ZvZ engagements, maintaining a consistently high presence across content types. To promote build diversity, its damage per tick has been reduced slightly.
  • Raging Storm (Bow of Badon)
    • Damage per tick: 24.20 → 23
Crossbows

Vicious Barrage has been a strong offensive option, but now has an added defense bonus while channeling to improve survivability, making it more reliable as a sustained damage tool.
  • Vicious Barrage (Siegebow)
    • Added 33.333% defense vs players while channeling
    • Added 33.333% defense vs mobs while channeling
Cursed Staffs

Cursed Beam has had its damage increased when consuming stacks, as the cost of doing so previously limited its use across different types of content.
  • Cursed Beam (all Cursed Staffs)
    • Damage per tick with 1+ stacks: 68 → 72
Daggers

Chain Slash’s ability to chain to a fourth target has been removed to improve its reliability, while the damage it deals to the second and third targets has been increased. While this reduces total potential damage, the significant increase to the third target’s burst damage should help dagger players enable kills in group fights.
  • Chain Slash (all Daggers)
    • 2nd target damage: 125 → 140
    • 3rd target damage: 140 → 200
    • Removed 4th chain hit
Maces

Dreadstorm Monarch’s casts have been sped up slightly to improve smoothness.
  • Eye of the Storm (Dreadstorm Monarch)
    • Stand time per cast reduced by 0.1s
    • Hit delay: 0.3s → 0.25s
Ground Shaker has traded some of its crowd control for increased damage, improving its effectiveness for PvE and bruiser playstyles.
  • Ground Shaker (all Maces)
    • Knock-up duration: 0.6s → 0.4s
    • Damage: 200 → 219
Guard Rune has been too powerful as an all-in-one defensive option in large-group content. Its resistance increase has been reduced, but it retains its strong CC immunity.
  • Guard Rune (all Maces)
    • Resistance increase: 0.225 → 0.2
Quarterstaffs

With Cartwheel no longer granting a movement speed bonus when hit, its resistance increase has been raised to better position Quarterstaffs as group-scale tanks in PvP.
  • Cartwheel (all Quaterstaffs)
    • Resistance increase: 0.1 → 0.2
Whirling Strikes has had its stacking cooldown refund mechanic removed to improve its consistency in PvP.
  • Whirling Strikes (all Quarterstaffs)
    • Damage per tick: 38 → 40
    • Cooldown: 4s → 3s
    • Removed cooldown refund based on stacks
Shapeshifter Staffs

Lightcaller has emerged as a powerhouse in the Mists. To reduce its mobility potential, the movement speed bonus from its Airborne passive is now removed after transforming. Lightcaller players must now choose between remaining in the fragile Dawnbird Transformation with elevated speed, or returning to human form to regain their armor bonuses.
  • Airborne (Lightcaller)
    • Movespeed bonus is now removed when transforming back to human form
Spears

Cripple’s attack speed reduction has been replaced with a reduction to all damage types, making it a more effective counter to movement speed buffs and a wider range of opponents.
  • Cripple (all Spears)
    • Changed debuff type: attack speed reduction → decrease all damage
Swords

Claymore’s Charge has had its range increased and stand time reduced to help it perform better in the current combat environment.
  • Charge (Claymore)
    • Cast range: 11m → 13m
    • Dash end stand time: 0.8s → 0.5s
Hamstring has received a significant power increase to make it a more viable soft-CC option with additional mobility potential.
  • Hamstring (all Swords)
    • 1st cast damage: 78 → 86
    • 1st cast cooldown: 8s → 6s
    • 2nd cast max dash range: 7m → 8m
    • 2nd cast cooldown: 8s → 10s
    • 2nd cast no longer requires or consumes an Heroic Charge
To provide a small grace window and make it easier to maintain a consistent movement speed buff without having to cast Heroic Strike on cooldown, its buff duration has been increased slightly.
  • Heroic Strike (all Swords)
    • Movespeed buff duration: 3s → 3.5s
Infinity Blade’s Reach Limits, being an uninterruptible channel, had allowed players to ignore all crowd control and reach enemy backlines with bonus movement speed and damage. It can now be interrupted, but if that happens, Limitbreaker is still available.
  •  Limitbreaker (Infinity Blade)
    • Channel can now be interrupted
Splitting Slash has had its root duration increased to better define it as a supportive crowd control option in group fights, and as a tool to control spacing in 1v1 combat.
  • Splitting Slash (all Swords)
    • Root duration: 1s → 1.25s
Helmets

Soldier Helmet’s cooldown has been increased to reduce the uptime of this powerful defensive option.
  • Block (Soldier Helmet)
    • Cooldown: 30s → 40s
Hush has been reworked into a dodgable spell to make it more effective in group fights, give opponents a better chance to react, and offer users more interactive gameplay.
  • Hush (Demon Helmet)
    • Is now a ground-targeted spell
    • Range: auto-attack based → 11m
    • Radius: 4m
    • Hit delay: 1s → 0.45s
    • Silence duration: 4.86s → 3.3s
    • Cooldown: 40s → 30s
If Ice Block is activated late and at low health, healers will no longer be able to save the user.
  • Ice Block (Cleric Cowl)
    • Cannot receive healing while channeling
Armors

Dynamic Defense now grants significantly higher resistances against its respective damage types, making it a more robust defensive option in ideal scenarios.
  • Dynamic Defense (Jacket of Tenacity)
    • Resistance increase: 0.5 → 0.8
Mist Cloud’s full immunity has proven very powerful, with limited counterplay. To reduce its ability to disengage safely or engage without interaction, its self-slow has been increased.
  • Mist Cloud (Mistwalker Jacket)
    • Self-slow strength: 20% → 30%
Shoes

Frost Walk no longer interacts with slow-effect diminishing returns, clarifying and simplifying its gameplay rules: on the frost path, you’re slowed; off the frost path, you’re not.
  • Frost Walk (Druid Sandals)
    • Always slows for full value while in the area
    • Slow is removed when leaving the area
Hover has been the go-to choice for solo players in the Depths, allowing them to kite and escape most teams with ease. Its movement speed has been reduced to give opponents a better chance to catch up.
  • Hover (Sandals of Purity)
    • Movement speed: 60% → 50%
The previous Swift Cut changes successfully enabled all-in builds in small-scale content. Now that the ability is more consistent, additional counterplay has been introduced: opponents can interrupt the dash to prevent damage, or even disjoint it with a well-timed blink.
  • Swift Cut (Assassin Shoes)
    • Interrupting the dash now prevents damage
Capes

Martlock Cape has largely been replaced by Smuggler’s Cape as the preferred defensive option. To make Martlock Cape more appealing, its reliability has been increased significantly.
  • Shield of Protection (Martlock Cape)
    • Defense buff is no longer purgeable
    • Base cooldown: 225s → 245s
    • Cooldown reduction per 100 Item Power: 5s → 8s
      • Cooldown at 700 IP: 190s → 189s
      • Cooldown at 1600 IP: 145s → 117s
Mounts

In addition to their new passive abilities (see Faction Warfare Mounts section above), Faction Mounts have had several spells adjusted to make them more impactful and practical in gameplay. Fearless Rush has received a slight nerf to bring it more in line with the other mount abilities.
  • Zig (Elite Terrorbird)
    • Now starts galloping after use
  • Winter Call (Elite Winter Bear)
    • Now stuns after five Winter Lord Charges, instead of rooting
  • Fearless Rush (Elite Wild Boar)
    • Range: 16m → 12m
  • Highland Resilience (Elite Bighorn Ram)
    • Defense vs mobs: 5.66% → 33.333%
    • Defense vs players: 10.714% → 33.333%
  • Shed Skin (Elite Swamp Salamander)
    • Cooldown: 30s → 20s
    • Crowd control immunity duration: 2s → 3s
Wild Boars have had their base movement speed slightly reduced to lower their top gallop speed and make them less of an all-round ideal choice, while still benefiting greatly from their new passive ability.
  • Saddled Wild Boar/Elite Wild Boar
    • Base move speed: 60% → 55%
The carry weight of Salamander mounts has been increased, making them a more competitive option compared to other gathering mounts.
  • Saddled Swamp Salamander
    • Carry weight: 195kg → 391kg
  • Elite Swamp Salamander
    • Carry weight: 396kg → 791kg
Knightfall Abbey

Players have continued to strongly favor the Blessing of Compassion buff, so to promote other Blessings, its healing has been reduced at all stack counts.
  • Blessing of Compassion
    • 4% less health recovered instantly at all stack counts
    • 1 stack: 10% → 5% (total heal: 15% → 10%)
    • 15 stacks: 24% → 19% (total heal: 32.5% → 27.5%)
Resilience Penetration

Melee weapons continue to be the preferred choice for many zerg main forces. To further level the playing field between melee and ranged combat, all melee weapons (including melee transformations) have had their Resilience Penetration reduced by 10%, except for Battle Bracers, which have been reduced by 15%. These reductions are partially offset by the Resilience adjustment listed below.
  • Broadsword
    • 40% → 30%
  • Claymore
    • 40% → 30%
  • Dual Swords
    • 35% → 25%
  • Clarent Blade
    • 15% → 5%
  • Carving Sword
    • 35% → 25%
  • Galatine Pair
    • 30% → 20%
  • Kingmaker
    • 30% → 20%
  • Infinity Blade
    • 25% → 15%
  • Battleaxe
    • 30% → 20%
  • Greataxe
    • 30% → 20%
  • Halberd
    • 25% → 15%
  • Carrioncaller
    • 25% → 15%
  • Infernal Scythe
    • 25% → 15%
  • Bear Paws
    • 30% → 20%
  • Realmbreaker
    • 25% → 15%
  • Crystal Reaper
    • 25% → 15%
  • Mace
    • 20% → 10%
  • Heavy Mace
    • 20% → 10%
  • Morning Star
    • 20% → 10%
  • Bedrock Mace
    • 20% → 10%
  • Incubus Mace
    • 20% → 10%
  • Camlann Mace
    • 20% → 10%
  • Oathkeepers
    • 20% → 10%
  • Dreadstorm Monarch
    • 20% → 10%
  • Hammer
    • 20% → 10%
  • Polehammer
    • 20% → 10%
  • Great Hammer
    • 20% → 10%
  • Tombhammer
    • 20% → 10%
  • Forge Hammers
    • 30% → 20%
  • Grovekeeper
    • 20% → 10%
  • Hand of Justice
    • 20% → 10%
  • Truebolt Hammer
    • 20% → 10%
  • Brawler Gloves
    • 35% → 25%
  • Battle Bracers
    • 35% → 20%
  • Spiked Gauntlets
    • 20% → 10%
  • Ursine Maulers
    • 30% → 20%
  • Hellfire Hands
    • 20% → 10%
  • Ravenstrike Cestus
    • 30% → 20%
  • Fists of Avalon
    • 30% → 20%
  • Forcepulse Bracers
    • 30% → 20%
  • Spear
    • 35% → 25%
  • Pike
    • 40% → 30%
  • Glaive
    • 40% → 30%
  • Heron Spear
    • 20% → 10%
  • Spirithunter
    • 15% → 5%
  • Trinity Spear
    • 35% → 25%
  • Daybreaker
    • 35% → 25%
  • Rift Glaive
    • 15% → 5%
  • Dagger
    • 50% → 40%
  • Dagger Pair
    • 50% → 40%
  • Claws
    • 50% → 40%
  • Bloodletter
    • 50% → 40%
  • Demonfang
    • 35% → 25%
  • Deathgivers
    • 50% → 40%
  • Bridled Fury
    • 35% → 25%
  • Twin Slayers
    • 30% → 20%
  • Quarterstaff
    • 20% → 10%
  • Iron-Clad Staff
    • 20% → 10%
  • Double Bladed Staff
    • 20% → 10%
  • Black Monk Stave
    • 20% → 10%
  • Soulscythe
    • 20% → 10%
  • Staff of Balance
    • 20% → 10%
  • Grailseeker
    • 20% → 10%
  • Phantom Twinblade
    • 20% → 10%
  • Shadow Panther Transformation
    • 50% → 40%
  • Spirit Bear Transformation
    • 20% → 10%
  • Werewolf Transformation
    • 30% → 20%
  • Runestone Golem Transformation
    • 20% → 10%
  • Crystal Cobra Transformation
    • 20% → 10%
Resilience

Resilience is a mechanic designed to limit the effectiveness of multiple opponents focusing on a single target. In large-scale ZvZ combat, melee weapons have been dominant, partly due to their high Resilience Penetration, serving as the primary damage dealers in most zergs. To address this, alongside the general reductions to Resilience Penetration above, the overall strength of Resilience has been reduced slightly. This makes ranged weapons more effective and partially offsets the impact of the melee reductions.
  • Players (unmounted) now experience slightly lower Resilience starting from 5 or more attackers. As a result, melee weapons are less affected by the Resilience Penetration reductions, while ranged weapons gain improved performance against targets with 5+ stacks of Resilience. Example comparisons:
    • Against targets with 7 attackers’ worth of Resilience: ranged weapons deal 6.4% more damage, and melee weapons (on average) 4.6% less
    • Against targets with 12 attackers’ worth of Resilience: ranged weapons deal 18.8% more damage, and melee weapons (on average) 2.8% less
  • The maximum Resilience value for players (unmounted) has been reduced from 80% at 25+ attackers to 75% at 26+ attackers
Miscellaneous
  • Slowing Charge (all Hammers): No longer interrupts movement input

[h3]Fixes[/h3]

Spell Fixes
  • Gale Dance (all Quarterstaffs): Fixed inaccurate spell indicator
  • Flaming Phoenix (Dawnsong): Fixed issue where the area VFX did not match the spell effect’s duration
  • Groundbreaker (Polehammer): Fixed incorrect range values shown in the ability description and tooltip
  • Shrinking Curse (Incubus Mace): Fixed incorrect tags displayed in the ability description
  • Tectonic Shift (Earthrune Staff): Fixed issue where the ability could move in the player’s facing direction instead of the cursor’s aim when crowd-controlled
  • Block (Soldier Helmet): Fixed issue where the ability was interruptible in the first 0.25s of the channel
UI Fixes
  • Fixed issue where node icons on the Destiny Board could display incorrectly when hovered over with a controller
  • Fixed issue where trade invitations would still appear when Hide HUD and GUI mode was enabled
    • Invitations are now automatically declined in this mode
  • Fixed issue where the warning message for creating Buy Orders on decaying items did not display complete information
  • Fixed issue where the button to enter the Mists remained disabled after the reentry cooldown ended
  • Fixed issue where receiving Guild and Party invitations simultaneously could prevent the player from moving
  • Fixed issue where the Achievements UI did not clear the search filter when closed or when switching tabs
  • Fixed issue where the Mailbox UI would automatically scroll to the top after closing a mail
  • Fixed issue where the date in the Kill Details UI did not follow the player’s selected date format
  • Fixed issue where columns would overlap in the Cluster Access Priority UI
  • Fixed issue where character stats could appear behind party invitations
  • Fixed issue where activity entries in the Guild Season Overview were clickable
  • Fixed issue where melding multiple items at once would not correctly count toward Journal mission progress
  • [MOBILE] Fixed issue where the party menu could be overlapped by the party leader’s Player Frame
  • [MOBILE] Fixed issue where the start button for queued Group Expeditions would not appear while fighting mobs
  • [MOBILE] Fixed issue where closing the Settings window before confirming a frame limit change would prevent the confirmation popup from closing
  • [MOBILE] Fixed issue where cast bars would display on top of HUD Editor elements
  • [MOBILE] Fixed issue where the Siphoned Energy Supply UI would not display full content or allow scrolling when using 100% window scaling
Other Fixes
  • Fixed issue where Faction-flagged players would not see members of their own Faction as friendly in unrestricted PvP zones
  • Fixed issue where crafting a Hideout Construction Kit would not contribute progress to Tinker Journals
  • Fixed issue where furniture could not be placed near the Travel Planner on Brecilien islands
  • Fixed issue where chopping certain fish at the Butcher was faster than intended
  • Fixed issue where Fisherman Skills on T8 Fisherman Garb had a delayed activation
  • Various additional graphical, animation, terrain, audio, UI, and localization fixes

Realm Divided Launches November 24



Albion Online’s next content update, Realm Divided, is coming soon. Scheduled for November 24, this update focuses on revamping Faction Warfare, making it an active, ever-shifting campaign where every player can make a difference. From mighty Faction Fortresses to a new system of Provinces, Realm Divided is set to usher in a new era of conflict across Albion’s Royal Continent.



The territorial mechanics of Faction Warfare are being reworked with a brand-new system of Provinces. These provide focal points for faction activities, making it easier to find battles and objectives on the Royal Continent. Players earn war supplies for their side by participating in faction activities within the Provinces, driving their cause forward. This culminates in a dramatic battle for a Faction Fortress, with the attacking side attempting to besiege and capture the Fortress. The success or failure of this attack determines the shape of the broader war across the Provinces, with every player having a part to play.



Faction Transports are rolling onto the scene, making it easier for players to reach the frontlines of faction conflict and throw their weight into the battle. And there are new objectives within active regions, too. Faction Camps, overrun by bandits, offer rewards to those who can fight off the competition and claim them for their faction, while Faction Chests provide spontaneous opportunities for faction-flagged players. Meanwhile, brand-new vanity rewards can be earned to show off your prowess in fighting for your faction’s cause across Albion’s battlefields.

Check out the official update page.

Season 30 is About to Begin



This weekend, Season 30 begins! With the Realm Divided update on the horizon, tensions are running high. Old powers are regrouping, fresh faces are joining the battlefield, and the fight for top placements erupts once again on November 22.

As always, AlbionTV will be there to capture every strike and siege. Join the broadcast on twitch.tv/albiononline to witness the first territory battles of the season unfold live, as guilds charge into combat and the opening chapter of Season 30 is written in blood and glory.

Broadcast times:
  • Albion Asia: November 22, 14:00 UTC
  • Albion Europe: November 22, 18:00 UTC
  • Albion Americas: November 23, 01:00 UTC
Thirty seasons in, and the fight for Albion burns brighter than ever!

[h3]The Return of Lost Avatars[/h3]
Collectors, take note: with the conclusion of Season 30, avatars from past seasons will make their long-awaited return. Ascend the Conqueror’s Challenge to claim Legacy Avatar Sets containing designs once thought gone for good. It’s time to fill in the missing pieces of your Albion legacy!



For full season schedules and rewards, see this forum post.

[h3]Ready to Join the Fight?[/h3]
Guild Seasons are open to players of all types – PvP veterans, gatherers, strategists, and support players alike. From leading the charge to contributing from the backline, every action matters. Use the Guild Finder to connect with allies, and check out our Guild Season Guide to learn how to make your contribution count.



And don’t forget: if you want to stay on top of all the action, AlbionTV has you covered. Subscribe now and follow the biggest battles, boldest plays, and most unexpected betrayals as they happen.

No matter if your guild is a seasoned contender or a new force ready to make an impact, now's your chance to join the fray and dominate the leaderboards. See you on the battlefield!

Creator Spotlight: SIGHUNNY

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

I focus on creating guides for new players entering Albion, alongside solo PvE and PvP content.

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

I first discovered Albion during my military service, playing it on mobile, and I immediately fell in love with it. I always wanted to be a creator, and I promised myself that once I finished my service, I would start a YouTube channel. I was certain that Albion was the game of my life, so after being discharged, I jumped in blindly without knowing much about content creation. I loved Albion then, and even now, six months later, it’s still the greatest game of my life!

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

This is one of my favorite videos:

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

I’ve been working on a guide-style video for new players who are afraid of full-loot PvP, especially Corrupted Dungeons.

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

Just get started, do what you love, and always give your best. Fans will come, and people around you will start supporting you. The most important thing is to stay grateful, and remember that success doesn’t come from skill alone, it takes a lot of luck as well.

[previewyoutube][/previewyoutube]

Behind the Banner: Black Lotus

Behind the Banner is a series that shines a light on Albion's many diverse guilds, from fierce PvP warbands to tight-knit social communities. Each episode delves into the identity, playstyle, and goals of a different guild, offering a glimpse into what life is really like behind the banner.

  • Guild Name: Black Lotus
  • Alliance: OUCH
  • Guild Leader:  NazGhoul01
  • Date Founded: December 2024
  • Size: 141 members
  • Primary Language: English
  • Server: Albion Americas
  • Discord: discord.gg/PNMnKuZwsp
Tell us about your guild.

We started off as a small-scale guild, massing about seven people for fights over open-world objectives. Over time, we’ve grown to field 35 to 40 players for much larger objectives. We’re known for taking outnumbered fights: 2v1, 3v1, and recently even 4v1.

Why did you choose this name? Is there a story or meaning behind it?

Back when we first started the guild, we had a close group of people we always played with. Each person chose one name to be added to a wheel of fate, and Black Lotus was the one that came out.

[previewyoutube][/previewyoutube]
What sort of activities do you focus on?

We mass for two CTA timers, 2 and 4 UTC, usually for castles, Outposts, and .4 nodes. We try to hold one territory on both timers but focus more on securing one for the 2 UTC timeslot. Throughout the day, we have a strong group of content leaders who run different activities for our members.

What sort of members are you looking for?

We always welcome players who like PvP, but since we’re a non-mandatory guild, it’s not required. We simply ask that anyone who joins stays active and takes part in guild content.

[previewyoutube][/previewyoutube]
Where is your guild primarily located?

Currently in Martlock. We started out in Thetford, then grew enough to join an alliance in Lymhurst. After that, we moved to Martlock and stayed there for a few seasons before venturing back to Lymhurst. Recently, we returned to Martlock to join OUCH.

What are some of your most memorable battles or activities?

Taking castles while outnumbered has always been a highlight. Our Invasion Day in Lymhurst, which was featured on AlbionTV, was another great moment. We’ve had many memorable fights over time, and winning outnumbered territory battles is always something that sticks with you.

What does your guild do for fun?

Mostly just hanging out with each other. After ZvZ, we often do something we call “Black Lotus After Dark”, which usually means running around in 4.1 gear and causing trouble for other groups.

[previewyoutube][/previewyoutube]
What is your guild's approach to the game? Do you have any core values or beliefs that guide how you play together?

We’re a non-mandatory guild that values people who actually want to play together as a team. We offer feedback, but never in a harmful way. Our goal is to coach and guide newer players toward the content they enjoy most.

What are your goals for the future?

For Season 30, our goal is to push for Gold. Long-term, we’d like to reach Crystal rank, but we’re not stressed if that never happens. What matters most is maintaining a great guild that plays together and enjoys each other’s company.

[previewyoutube][/previewyoutube]
Anything else to share about your guild?

We’re proud to be a competitive non-mandatory guild, and we’re always looking for members who will be a good fit for our community. Whether it’s someone joining our ZvZ mass, participating in other content, or just being active ingame and on Discord, we value people who enjoy being part of the group. A good chunk of us have kids, so when we get time to hop online and play, we want to spend it with people we genuinely enjoy being around. I can honestly say I like being in comms with everyone here. Every day brings something new, and we all mesh together really well.

Want your guild to be featured next? Click here to apply.