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Changelog: Realm Divided Patch 2

This patch brings further adjustments and polish to Faction Warfare features, along with some important bugfixes.

[h3]Faction Warfare Changes[/h3]

Caerleon Attack Changes

When any Faction declares an attack on a lethal Province, Caerleon now also declares an attack on that Province.
  • Caerleon no longer has a limit on its number of lethal Province attacks
  • Caerleon no longer declares a new attack after winning a Fortress Siege, or after winning a Supply contest as a defender
  • If Caerleon does not have at least two active conflicts at any one time, they will declare up to two new attacks to reach this minimum
Rallying Cry Buff

When a Faction owns fewer Provinces than the other Factions contesting a Province, its players can now receive an increase to the damage they deal against other Faction players, and a reduction to the damage they receive from them. The size of this buff is determined by the difference between the number Provinces owned by their Faction and the number owned by the largest Faction in that conflict:
  • Difference of 1: No buff
  • Difference of 2: +5% damage and defense vs. Faction players
  • Difference of 3: +10% damage and defense vs. Faction players
  • Difference of 4: +15% damage and defense vs. Faction players
  • Difference of 5: +20% damage and defense vs. Faction players
Note: This buff applies only in non-lethal Provinces.

Other Changes
  • After changing Factions, a 24-hour cooldown now applies before a player can change Factions again
    • This cooldown does not apply after enlisting with a Faction for the first time
  • Faction Warfare Item Power requirements now consider only Base Item Power, without bonuses
    • Players must have a Base Item Power of 700 or above to use Faction Transports and participate in Faction Warfare activities, regardless of their Average Item Power
  • Adjustments and polish to several UI elements
    • Added a notification when a Province becomes cut off
    • Added a notification when a Fortress Siege enters the Last Stand stage
    • Fortress Siege and Pre-Siege states are now prioritized on the World Map over the Bandit Assault icon when both are present
    • Added a pulsating highlight on the World Map Province View to indicate zones with active relevant conflicts

[h3]Other Changes[/h3]
  • The Trophy Shark furniture item can no longer be placed outdoors

[h3]Combat Balance Changes[/h3]

Axes

Internal Bleeding has received a significant damage increase, making enemies think twice before running away.
  • Internal Bleeding (all Axes)
    • Damage dealt to moving targets (per tick): 11→ 20
Bows

Bows have been out-muscling opponents across all content after the recent Multishot changes, so their PvE and PvP damage has been split to give other weapons a fighting chance in PvP if they get close enough.
  • Multishot (all Bows)
    • Damage to players: 116 → 100 (damage to mobs unchanged)
Slow Poison has been adjusted to no longer apply diminishing returns (DR) to its own subsequent slow effects, though it remains affected by any existing slow DR.
  • Slow Poison (all Bows)
    • No longer applies slow diminishing returns (still affected by existing slow diminishing returns)
Undead Arrows has received an increased attack speed bonus to make it a more appealing option outside of ganking.
  • Undead Arrows (Whispering Bow)
    • Attack speed buff: 20% → 30%
Bow of Badon has been too deadly as a solo clapper, so its explosive bolt interaction has been removed.
  • Raging Storm (Bow of Badon)
    • No longer applies explosive arrows on hit
Cursed Staffs

Cursed Sickle has had its stand time reduced to help it compete more effectively with Cursed Tar.
  • Cursed Sickle (all Cursed Staffs)
    • Stand time: 0.4s → 0.3s
Daggers

Twin Slayers have received a movement speed boost on cast, to not only feel more impactful, but also to more reliably reach good positions to recall their daggers.
  • Ring of Death (Twin Slayers)
    • Added: Initial cast now grants 40% movement speed for 2s (removed on recast)
Fire Staffs

Fire Wave has had some of its knockback distance restored, helping it reclaim its role as a quick self-peel tool.
  • Fire Wave (all Fire Staffs)
    • Knockback distance: 2.05m → 4m
Maces

The time window to cast Gravitas after using Close In has been increased, giving players more time to land the fight-winning root.
  • Gravitas (Morning Star)
    • Multispell time window: 3s → 5s
Both the hit delay and stand times on Threatening Smash have been reduced to make the bruiser mace style smoother to play.
  • Threatening Smash (all Maces)
    • Hit delay: 0.4s → 0.2s
    • Stand time: 0.5s → 0.3s
Nature Staffs

A new mechanic has been added to Nature HoTs that won’t immediately close the gap for group PvE healing, but should incentivize bringing at least one Nature Staff along on group adventures. This buff does not apply to the caster.
  • Rejuvenation Charge (all Nature Staffs)
    • Added: 5% defense vs mobs (per stack, others only)
Quarterstaffs

Because mounted players can’t interact with a root area by dashing or cleansing, Soul Shaker has been updated to affect mounts separately, with a shorter duration that respects both diminishing returns and crowd control resistance.
  • Soul Shaker (Grailseeker)
    • Root vs mounted players now has a base duration of 2s (and are affected by diminishing returns and crowd-control resistance)
Quarterstaff has leapt to the top of the Corrupted Dungeon meta, so Vault Leap’s damage has been reduced to keep it in line with alternatives.
  • Vault Leap (Quarterstaff)
    • Damage: 190 → 180
Spears

As with Bows, Slow Poison has been adjusted so it no longer applies diminishing returns (DR) to its own subsequent slow effects, though it remains affected by any existing slow DR.
  • Slow Poison (all Spears)
    • No longer applies slow diminishing returns (still affected by existing slow diminishing returns)
Armors

Soldier Armor has received a mini-rework to function better in solo PvE and offer more interesting options in PvP. It has been turned into a toggle spell with an up-front heal and a persistent downside of increased damage taken. Transformations now remove the effect, while purges remove all Fury damage and CC strength stacks. Stacks can be rebuilt afterward, as long as players are willing to accept the risk of increased damage taken. Its cooldown is effectively longer, as active toggles prevent spells from cooling down.
  • Fury (Soldier Armor)
    • Now a toggle spell (taking damage while active still adds bonus damage and crowd-control strength stacks)
    • Activation restores 30% of missing health
    • While active, defenses are decreased by 10%
Potions

Acid Potion has had its cooldown increased to preserve its power while limiting the frequency of solo one-shot bombing.
  • Acid Potion
    • Cooldown: 60s → 100s
Calming Potion has been updated so it no longer affects guard-type mobs, ensuring Territory guards won’t ignore their guild members when they are getting ganked nearby.
  • Calming Potion
    • No longer affects mobs that guard players (Faction Warfare Outpost mobs, Fortress and Territory mobs, Castle Guard mobs, City Guards)
Sticky Potion has received a small duration increase to better control choke points and other key battlefield locations.
  • Sticky Potion
    • Duration: 6s → 7s

[h3]Fixes[/h3]

Spell Fixes
  • Eye of the Storm (Dreadstorm Monarch): Fixed issue where incorrect VFX sizes were used for each stage
Faction Warfare Fixes
  • Fixed issue where World Map Outpost information windows would indicate that an Outpost could be captured in inactive conflict zones
    • The specific reasons why an Outpost can or cannot be captured are now displayed
  • Fixed issue where players could respawn in an Outpost shortly after it was captured by a rival Faction
  • Fixed issue where Faction Transport icons would not change colors when Province control switched to another Faction
  • Fixed issue where the Fortress UI would display incorrect status information during Bandit Assault
  • Fixed issue where hints would stay open after closing the Faction Transport UI
  • Fixed issue where Faction Standing payouts from Weekly Reports could be applied to a Faction the player had already left
UI Fixes
  • Fixed issue where the Alliance UI appeared behind the Guild UI when opened by clicking the Alliance crest
  • Fixed issue where Item Details UI would appear behind and overlap with the Kill Details UI
  • Fixed issue where Alliance invitation mails would not display the Alliance name
  • Fixed issue where ‘Move All’ would not work between Bank tabs
  • Fixed issue where Smuggler Crate icons displayed as Faction Chests on the minimap
  • Fixed issue where exit icons on Brecilien, Static Dungeons, and The Underway region maps could not be clicked for navigation
  • Fixed issue where the crafting progress bar would be obstructed by opened UIs
  • Fixed issue where the Party Finder UI could get stuck open until client restart
Other Fixes
  • Fixed issue where two Regions were mistakenly renamed
    • These have been reverted to their correct names:
      • Ben Haldon → Haldon Tor
      • Frostfall Floes → Pen Uchaf
  • Fixed issue where Morgana Infestor’s Demonic Blades aura could deal too much damage to unmounted players
  • Fixed issue where activating Overcharge while casting could cause animation and visual glitches
    • It is no longer possible to activate Overcharge while casting
  • Fixed issue where chests would not respawn in Tier 3 Static Dungeons
  • Fixed issue where mobs with regeneration abilities could sometimes refuse to die
  • Various additional graphical, animation, terrain, audio, UI, and localization fixes

Behind the Banner: Krozakov

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: Krozakov
  • Alliance: Full Reconecting [AREPA]
  • Guild Leader:  Ozich
  • Date Founded: July 2021
  • Size: ~200 members
  • Primary Language: Spanish, English
  • Server: Albion Americas
  • Discord: discord.gg/D5w2fMgAhH
Tell us about your guild.

Krozakov was founded under the leadership of Ozich (Neamhel). For a long time, the guild was mostly made up of moderators and close friends from Neam's channel. But since last year, members of his Twitch community have been joining in, and that’s when we really began to grow.

Our journey began with scouting and ganking in red zones, later establishing our first Hideout in the Outlands. From there, we moved into more organized roaming and gank ops. Over time, we joined the world of ZvZ and solidified our presence in Albion.

Today, Krozakov is more than just a PvP and PvE guild – it's a vibrant community. Our ranks boast content creators like PinchiTV, Netmak, Pegandolanota, Godsnows, and ElAlquimista_1989, who bring their energy and visibility to our name. We are committed to offering our members a complete experience, united by camaraderie and the unbreakable spirit of battle that defines us.



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

The name Krozakov goes way back. It was born 18 years ago in a game called Argentum Online, when a group of friends wanted to challenge a larger clan named Kaláshnikov. Back then, anything that sounded Russian carried this vibe of power and try-hard intensity, so Krozakov was chosen to embody that same spirit of strength and determination.

What sort of activities do you focus on?

We mainly focus on ZvZ, Fame farming, and ganking. These activities reflect our guild’s fighting spirit and teamwork, and help us grow both as players and as a community.

What sort of members are you looking for?

We’re looking for active players with a positive attitude, camaraderie, and the desire to grow alongside the community. The players who thrive in Krozakov are those who enjoy teamwork, improvement, and good times both on and off the battlefield.



Where is your guild primarily located?

We are currently based in Bridgewatch, near Arthur’s Rest. We chose this region because of its strategic position for ZvZ content and its ideal location for our operations and alliances.

Do you have any rivalries or ongoing quarrels with other guilds?

We don’t really have any rivalries, but we do have a brotherhood with some guilds like Knight Blood.

What are some of your most memorable battles or activities?

Establishing our first Hideout was a defining milestone for Krozakov. It united many players under one banner and became the spark that ignited our path of growth and glory as a guild.

What does your guild do for fun?

We organize internal scrims, play other games together, and host community events on Discord. Even outside of Albion, we keep the camaraderie alive to strengthen the bonds of friendship that make Krozakov special.



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

Krozakov’s path is forged in unity, guided by the timeless values of respect and camaraderie. These ideals are etched into the very spirit of our guild, binding us as brothers and sisters in arms, and driving us to face every challenge with honor and strength.

What are your goals for the future?

In the upcoming season, our goal is to enjoy the content together, sharpen our skills in battle, and preserve the unity that defines Krozakov. Looking further ahead, we dream of rising to greater challenges and carving our name into Albion’s legacy.

Anything else to share about your guild?

We’d like to send our regards to all the members who have been part of Krozakov in the past, and especially to those who stand with us today, making every day in Albion a memorable experience. And of course… KROZA RECULATA!

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

A Festive Fame Rush Begins!



Gather close, adventurers. The Advent Calendar is rolling, and with it comes a gift of Fame to help you wrap up the year stronger than ever. A 25% Fame boost will be active all weekend, so every activity pushes your Destiny Board forward faster. Jump ingame to close out your annual goals, and get ready for the challenges still to come.

Fame Rush times:
  • Albion Asia: December 11, 23 UTC – December 14, 23 UTC
  • Albion Americas & Europe: December 12, 10 UTC – December 15, 10 UTC
Note: This boost does not apply to PvP kills, Tomes of Insight, or challenge progression.

Keep your eyes open for more Fame Rushes on the way! So keep an eye on the news, make the most of this one, and don’t forget to stop by the Albion Online Web Shop each day to claim your free gifts!

CLAIM YOUR GIFT

Deep Dive: ZvZ Performance



ZvZ fights are at the core of Albion Online, with guilds clashing in massive Outlands battles for territories to make their mark on the game’s history. We’re aware, though, that in large-scale combat there can be issues with performance, and this is something we take very seriously indeed. With that in mind, we thought we’d give you a look at what’s behind these problems and how we’re trying to tackle them. If you want a more detailed post that dives into all the specifics, check out this forum thread from our Technical Director Jon Davis. Otherwise, read on to learn more.

[h3]Analyzing Lag[/h3]
“Lag” is used as a catch-all term for a wide range of problems, and before we can tackle these issues we need to analyze their root cause.

Low FPS, stuttering, and input latency tend to be client-side issues, happening on the device itself. An unresponsive or frozen gameworld, on the other hand, points to server-side problems. This is often the case in ZvZ fights, where the sheer number of spells affecting a huge number of players causes a massive queue of events that the server needs to process. This queuing can then result in delays or freezes, as the server ‘pauses’ to process the calculations for each spell before moving on.



Network problems, meanwhile, can cause common issues like rubberbanding or characters that appear to be frozen on screen or suddenly teleporting. The problem here is a desynchronization between the client and the server, where your game's understanding of the world is not the same as the server's. This is often caused by local network issues, problems with your ISP’s network, or high traffic at peak times. Sometimes, however, the cause is server-side, as the server is so busy calculating everything going on in a massive fight that there is a delay in updating a character’s game state (like their position or health).

[h3]What Steps We’re Taking[/h3]
With all this in mind, let’s take a look at some of the ways we’re looking to tackle these issues.

Client Performance

In upcoming content updates we want to make some changes to the way assets and visual effects are loaded by the game client to reduce CPU and GPU spikes, as well as memory allocation. In addition, we want to optimize spell VFX to perform more efficiently, and the development team is already hard at work on this. We’re also looking at introducing spell VFX limiters, similar to what we have on mobile, to desktop and other platforms – though this is a huge undertaking and very much in its early stages.



Finally, we’re working on improving the way certain UI elements like health bars, damage indicators, and cast bars are handled on a technical level. This is a major cause of client-side lag, and by introducing a new system for these elements we hope to see very real improvements in ZvZ performance.

Server Performance

Combat in Albion Online is processed by our servers in such a way as to be able to handle such a complex system on a large scale, but in a massive ZvZ the number of events the servers have to process can result in lags. We’re working to analyze exactly where issues such as these occur, in order to eliminate bottlenecks and enable much smoother performance. By optimizing code patterns used across particularly demanding spells, we can greatly improve the efficiency of existing and future abilities.

We’re also looking to improve the way our servers send information about, for example, spells hitting players, or damage being taken. By aggregating the information sent by our servers, we hope to reduce bottlenecks and improve performance and stability.



Network Performance

Network lag is often caused by congestion on specific regional networks, and we’re constantly in communication with our hosting partners to identify and improve these issues. While these problems are often beyond our influence, you can help us to gather data by reporting problems you encounter in this forum thread. We’re also looking to display more detailed information about your connection, which can help you and us to better diagnose any network problems you experience.

Beyond all this, we’re also upgrading our Unity version, which should bring noticeable stability and performance improvements.

[h3]What You Can Do[/h3]
If you’re experiencing issues in ZvZs, there are certain steps you can already take to try and improve performance.

In the Game Settings, you can adjust the way your client displays visual effects, certain UI elements, and more. Changes here can greatly improve your client’s performance in certain areas. In addition, meeting certain hardware requirements, particularly when it comes to CPU and storage, can have a huge effect, as can your PC configurations. For specific suggestions on the above, see this post.



We hope that this has shed some light on how we’re looking to improve ZvZ performance, which is at the heart of Albion Online’s gameplay. It’s a complicated process and a long road, but we’re constantly working on this issue and we’ll continue striving to give you the best combat experience possible. Thanks for reading, and for a more detailed look at this topic, check out this forum thread.

Fight for your Faction and Win a Pin Set!



A Faction Warfare contest is running right now, and it’s calling brave warriors to fight for their cities! Until December 31 at 23:59 UTC, the players who earn the most Faction Points on each server will win exclusive prizes.

To take part, simply opt in through this form, enlist with your Faction, and hit the frontlines to start racking up points. Any Faction Points you’ve earned since December 1 will count, regardless of when you opted in. When the contest ends, the top 15 point earners per server can choose their reward: an exclusive real-world Faction Pin Set or the ingame Commander Vanity Set.



If you really want the pin set but you’re short on time for a full grind, you can still win! Post a Faction-flagged screenshot showing your character name in the forum thread, add a battle cry for your side, and you’ll be in a random draw for them. Or if art is more your battlefield, you have until January 2 to enter the Banners of War contest. Share your Faction art in this forum thread and let your creativity fight for the pins.

Fly your city colors with pride!