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The Rites of Spring Returns: Now with Even More Chocolate!



Spring has sprung in Albion, and the chocolate-fueled eggstravaganza begins soon! For two full weeks, the Rites of Spring returns in a cocoa-rich celebration. From Fame boosts to combat-ready bunnies, get ready for an event full of loot, fluff, and far too many types of eggs.

After each server’s next maintenance, the chocolate rush begins:
  • Albion Asia: April 14 at 23:00 UTC – April 28 at 23:00 UTC
  • Albion Americas & Europe: April 15 at 10:00 UTC – April 29 at 10:00 UTC
[h3]Snack for Fame[/h3]
This year, Albion’s bunnies have outdone themselves, scattering even more types of treats across the land. Find new Chocolate Eggs and crack them open to get a 15% Fame boost for 30 minutes. Just don’t try sitting on these – everyone knows bunnies don’t hatch from eggs…



[h3]The Cottontail Mafia Returns[/h3]
Oh, who are we kidding? Of course bunnies hatch from eggs! Keep an eye out for the rare Cottontail Eggs during your egg-hunting adventures. These can be raised into Tier 8 bunny mounts with serious hop: the Spring Cottontail, a soft, snowy puffball of speed and bounce, and the rarer, darker Caerleon Cottontail, whose leap ends with a fearsome bite that roots enemies and sends them running. Don’t let the fluff fool you… these mounts bite back!

[video]https://assets.albiononline.com/uploads/media/default/media/video_/media/624f050bc1743_720.mp4[/video]

[h3]Hunt for Spring Loot[/h3]
Wondering where to find all those eggs? Spring Treasure Chests will be popping up across the open world, packed with Chocolate Eggs and, if fortune favors you, a Cottontail Egg or two.



Meanwhile, Colored Eggs have also returned. These vibrant finds may also contain Chocolate Eggs and, on very rare occasions, a Cottontail Egg. But that’s not all: you might also uncover Chocolate bars to boost your Energy, and, most importantly, Surprise Eggs. Bring those to the Vanity Merchant and trade them for seasonal delights like the Bunny Stalker wardrobe, the Snow Bunny Hat that spawns cuddly companions, or the coveted Eggsecutioner – an overengineered contraption that lobs eggs and spawns critters on impact.

Phew! At this point, we’ve got more eggs than sense, and more chocolate than any one adventurer should safely eat.

It’s chaotic, it’s egg-cellent, and it all begins very soon. Hop to it!

A New Batch of Crystal Weapons is Here!



With Guild Season 26 concluded and rewards distributed, a new set of Crystal Weapons has been unlocked for crafting. Those who have earned the necessary Artifacts from Conqueror’s Chests can now forge and wield the latest additions to this powerful and prestigious category, each offering unique battlefield potential and high-end tactical versatility.

Let’s take a closer look at what this trio of weapons brings to Albion’s battlegrounds:

[h3]Flamewalker Staff (Fire Staff)[/h3]
Spell: Spontaneous Combustion

[video]https://assets.albiononline.com/uploads/media/default/media/video_/media/67f3be6257861_720.mp4[/video]

This is fire magic with the heat cranked all the way up. Spontaneous Combustion transforms you into a living fireball, letting you crash through enemy lines while immune to new spells, damage, and crowd control. Enemies you pass will be set ablaze, and if you land on an opposing player, the spell's cooldown partially resets, making it ideal for follow-ups or escapes. Perfect for bursting single targets, it also has potential in team fights, offering fire users a bold tool for breaking through frontline defenses.

[h3]Forgebark Staff (Nature Staff)[/h3]
Spell: Dual Nature

[video]https://assets.albiononline.com/uploads/media/default/media/video_/media/67f3be8395447_720.mp4[/video]

Who says healers can't lead the charge? Dual Nature is a two-pronged spell, giving Nature Staff users the power to either anchor their team with Fortify – shielding and healing teammates while enhancing their own healing output – or flip the script with Ensnare to root enemies and boost your allies’ damage. The ability encourages fast decision-making and makes it possible to switch from support to disruption in the blink of an eye. A bold pick for healers who want to step up and shake up the frontline.

[h3]Arclight Blasters (Crossbow)[/h3]
Spell: Flickershots

[video]https://assets.albiononline.com/uploads/media/default/media/video_/media/67f3be514d589_720.mp4[/video]

Flickershots brings the boom, the bounce, and the bolt spam. This ability sends you dashing a short distance while unleashing a barrage of energy bolts in a wide radius, damaging enemies and granting resistances mid-move. You can recast it up to three times, but each use increases its cooldown – so pick your moments carefully. Whether you’re peppering the enemy backline or executing a quick in-and-out, this is a spell that rewards calculated aggression.


This latest trio of Crystal Weapons brings fresh firepower to Albion’s elite battlefields. Designed for high-level PvP, each one offers a new way to outmaneuver, outplay, and outlast your opponents.

For those already looking ahead: the next batch of Crystal Weapons is set to arrive with Albion’s next major update. Until then, it’s time to take to the battlefield with fire, magic, and unrelenting force.

Ambassador Spotlight: Argoldh



Back in March, AlbionTV (twitch.tv/albiononline) had the opportunity to sit down with none other than Argoldh for a chill, prime-time chat during Arena match breaks. With AlbionTV now on a short break during the off-season, we’re taking the opportunity to give this endlessly positive French streamer the spotlight he deserves.

[h3]Argoldh[/h3]Argoldh is the kind of streamer that makes the Black Zone feel like a living room. A founding member of the Ambassador program, he’s been live almost every day for over a year at 5–6 UTC (except Mondays – because who streams on Monday mornings?). He’s become a go-to companion for Albion Europe’s early risers, gatherers, and solo adventurers looking for a place to hang out, ask questions, or just vibe in either French or English.

[previewyoutube][/previewyoutube]
As an Ambassador, Argoldh’s impact goes beyond content. He’s all about community. His streams are part survival guide, part social lounge, and are full of curious builds, spontaneous tips, and running commentary on why that guy over there is definitely not solo. He’s known for making new players feel welcome, breaking down decisions in real time, and posting beginner-friendly tutorials on YouTube to make Albion’s more intimidating content easier to approach.

[previewyoutube][/previewyoutube]
From chasing billions in Silver and Fame to leveling every magic weapon under the most absurd conditions possible, Argoldh’s goals may be ridiculous, but they’re always entertaining. He’s also on a personal quest to improve his English, so if you stop by and chat, you’re not just joining a stream, you’re helping a fellow adventurer level up IRL. Just expect a mix of different languages, dad jokes, and at least one viewer begging him not to make that pun.

So if you’re looking for a stream that feels like a laid-back guild voice chat – where the advice is solid, the energy is chill, and the jokes are… well, still in beta – then Argoldh’s channel is the perfect place to park while you roam.

Dev Talk: Meet the New Creative Directors

Today’s Dev Talk is a bit different than usual, because after 11 years at the helm of Albion Online, Robin Henkys is stepping down as Game Director. While he will continue to play a role in the development of the game, Robin is taking a step back from his day-to-day responsibilities in order to focus more on his family. Overall creative leadership will pass on to three longstanding members of the senior design team – Moritz Bokelmann, Michael Schwahn, and Jon Craft.

[previewyoutube][/previewyoutube]
Robin had this to say about the transition:
“After 11 years as Game Director, I’ve recently stepped down from this responsibility and I’m passing it into new hands. We wanted to make sure this transition was handled with care, and most importantly, with continuity in mind. Rather than bringing someone in from outside, we’ve looked inward and promoted from within.

The people stepping into the design leadership roles are long-standing members of our senior design team – people who have been in the trenches of Albion’s development for many years, and who many of you know well. They know this game inside and out, and they’ve helped me to shape its direction.
I’m really thankful for the joy Albion has given me over the years, and I want to thank all of you for continuing to be a part of that.


I’m really looking forward to seeing where the team takes the game from here. It’s an exciting time for Albion Online, after all. The game is bigger than it ever was, and there are more people working on it than ever before. I’m also still going to be a part of that.

Even now, I’m working in the background on long term plans for the game, expanding the world of Albion and its backstory. I also won’t completely disappear from videos. In fact, please let us know in the comments what questions you may have about this transition, and we’ll make sure to answer them if we can.”

Robin’s tenure as Game Director saw Albion Online go from strength to strength, with many important milestones along the way, and his impact has been immeasurable. The new creative leadership team bring boundless passion, experience, and talent to the game, though, and its future is in good hands indeed.

For Robin’s full statement, and to hear from two of the new Creative Directors, check out the video above. And if you have questions, post them in the comments – we’ll be back with a new video to address them soon!

Changelog: Rogue Frontier Patch 5

This patch focuses on Guild Season content, introducing the next batch of Crystal Weapons and several balance changes to shake up the ZvZ meta ahead of the new season.

[h3]New Crystal Weapons[/h3]

This patch introduces three brand-new Crystal Weapons, craftable from Artifacts awarded in Conqueror’s Chests at the end of Season 26. Each Crystal Weapon has its own unique, powerful spell:
  • Flamewalker Staff (Fire Staff): Spontaneous Combustion transforms you into a raging fireball, flying towards your enemies and dealing damage to those in your path
  • Forgebark Staff (Nature Staff): Dual Nature allows you to switch between fortifying your allies and ensnaring your enemies
  • Arclight Blasters (Crossbow): Flickershots unleashes a barrage of energy bolts as you spin through the air, dealing damage and increasing your resistances

[h3]Season 27 Changes[/h3]

The following categories in the Conqueror's Challenge have had their Might requirements per level reduced, while their Season Point output for each level has also been reduced to maintain overall Season Point payouts:

Treasures
  • Might needed per Level: 13,000 → 10,400
    • Season Points per Level: 20 → 16
Crystal Creatures
  • Might needed per Level: 6,000 → 4,000
    • Season Points per Level: 30 → 20
Smugglers
  • Might needed per Level: 34,000 → 27,200
    • Season Points per Level: 20 → 16
Gathering has also had its Might requirement per level reduced, to make it easier for smaller guilds to earn Season Points from this activity:

Gathering
  • Might needed per Level: 3,500 → 2,700

[h3]Other Changes[/h3]
  • Smuggler Crates are now visible on the minimap to everyone in the same region
  • Players can now send only one message every two seconds in the following chat channels:
    • Say
    • Whisper
    • Help
    • Faction
    • Faction Local
    • All language channels
  • The following automated chat message has been changed:
    • “Player x has committed suicide.” → “Player x has died.”
  • Text entered in the Marketplace UI search box now carries over when switching between the Buy and Buy Order tabs
  • The Kills and Deaths tabs in the Player Stats UI now remember the previous dropdown selection on opening

[h3]Combat Balance Changes[/h3]

Axes
Despite multiple nerfs, Infernal Scythe has continued to dominate as the ZvZ damage dealer of choice, crowding out alternatives. The damage of the second swing has been increased but converted into a DoT to disincentivize zergs from running five per party.
  • Bloody Reap (Infernal Scythe)
    • 2nd swing now deals damage in 3 ticks over 2 seconds (doesn’t stack)
    • Damage per tick below 40%: 85 (total damage 220 → 255)
    • Damage per tick above 40%: 47 (total damage 120 → 141)
Raging Blades has been a powerful component of axes’ domination in ZvZs, so its area has been reduced to limit its effectiveness in the largest fights.
  • Raging Blades (all Axes)
    • Radius: 6m → 5m
Crossbows
Energy Shaper has remained a niche pick in ZvZs. Its total channel duration has been reduced, while the damage per tick has been increased to make accurate beams deadlier in a shorter time.
  • Divine Engine (Energy Shaper)
    • Channel duration: 3.3s → 2.6s (Total ticks 11 → 9)
    • Damage per tick (vs players): 96 → 117
    • Damage per tick (vs mobs): 57 → 70
    • Initial tick: 0.2s → 0.1s
Daggers
Because Demonfang has been a menace in ZvZ, it has received multiple nerfs to damage and resilience penetration over previous patches. Some of that damage has now been restored.
  • Blood Ritual (Demonfang)
    • Damage per cast: 106 → 112
Due to the significant setup required for Ring of Death, its penalty for misexecution has been softened, giving Twin Slayer players more opportunities to land the one-shot.
  • Ring of Death (Twin Slayers)
    • 1st cast cooldown: 25s → 15s
    • Energy cost: 12 → 10
Fire Staffs
Raging Flare’s damage has been condensed and increased to provide Fire users with a quicker, more impactful long-range damage option.
  • Raging Flare (all Fire Staffs)
    • Cast time: 0.6s → 0.4s
    • Impact damage: 186 → 205
    • DoT ticks: 6 → 3 (1s interval unchanged)
    • DoT damage per tick: 7.2 → 21.4
    • Total DoT damage: 43.2 → 64.2
Frost Staffs
Frost’s spell stack requirement has been reduced, as it felt too high on builds using less spammable abilities like Frozen Surge and Frost Nova. This will help Frost players keep enemies locked down more consistently.
  • Frost (all Frost Staffs)
    • Stack requirement: 5 → 4
Icicle Staff has remained a niche defensive tank option in ZvZs, but its dramatic hit delay has made it feel outdated in modern Albion, so this has been reduced to improve responsiveness.
  • Frozen Hell (Icicle Staff)
    • Hit delay: 0.7s → 0.3s
Permafrost has been a strong ZvZ option, but its crowd control when stacked as an 8-man bomb squad has left too little room for reaction. With such a consistently valuable long-range stun, its damage has been reduced to compensate.
  • Ice Crystal (Permafrost Prism)
    • Damage: 184.69 → 173
    • Stun duration now ignores diminishing returns (but does not apply it)
    • Stun duration no longer refreshes by consecutive Ice Crystal stuns
Hammers
Grovekeeper has fallen out of favor as both an engage and peel tank option. The bonus resistances for hitting targets have not felt impactful to Grovekeeper players, so they have been removed in favor of an instant knock-up, making engages more deadly, even against enemy cleanses.
  • Ground Pound (Grovekeeper)
    • Removed: Increased resistances per targets hit
    • Added: Knocks up all targets for a duration based on the amount of enemies hit
      • 1, 2, or 3 enemies hit: 0.4s knock up
      • 4, 5 or 6 enemies hit: 0.8s knock up
      • 7 or more enemies hit: 1.2s knock up
Holy Staffs
To help Exalted Staff feel more responsive and succeed in its intended role of clearing hostile ground areas, its long cast time has been reduced.
  • Sanctify (Exalted Staff)
    • Cast time: 1s → 0.6s
Maces
Dreadstorm Monarch has struggled to find a strong foothold in the meta. As a result, the value of Eye of the Storm’s uncleansable resistance reduction has been increased, to help it compete with alternative pierce options.
  • Eye of the Storm (Dreadstorm Monarch)
    • Resistance reduction: 0.15 → 0.18
Vendetta’s pull hit delay has felt overly generous to opponents, so it has been shortened to help Camlann compete with other clump tank options.
  • Vendetta (Camlann Mace)
    • Hit delay: 1.5s → 1.2s
Nature Staffs
Protection of Nature has been a strong defensive tool with a very high uptime. Its high damage reduction, paired with the bonus healing received, has resulted in targets having too much survivability too often in smaller-scale group fights, so its resistance has been reduced somewhat.
  • Protection of Nature (all Nature Staffs)
    • Resistance: 0.24 → 0.2
Quarterstaffs
To help Fatal Blades counter fast ZvZ engages, its damage reduction now stacks higher and faster, but with reduced duration.
  • Fatal Blade (Black Monk Stave)
    • Damage reduction (vs. players): 22% → 30%
    • Duration: 6s → 5s
    • Initial tick: 0.25s → 0.1s
    • Projectile speed: 30 m/s → 35 m/s
Soul Shaker has fallen out of favor as a viable defensive tank option in ZvZs. To help players better protect their team’s flanks, its root duration has been increased to match its area duration.
  • Soul Shaker (Grailseeker)
    • Area duration: 4s → 3.5s
    • Root duration: 3s → 3.5s
Soulscythe has remained a niche shotcaller option in ZvZs, so its standtime has been reduced to make it feel more responsive and return control to its users more quickly.
  • Tornado (Soulscythe)
    • Standtime: 0.7s → 0.4s
Spears
While Cripple has been a good tool to counter swords, adjustments have been made to help it feel powerful in more situations, more often.
  • Cripple (all Spears)
    • Damage type: magical → physical
    • Added: Auto-attack speed is reduced by 25% for 4s
    • Cooldown: 20s → 18s
    • Move speed buff duration: 5s → 4s
    • No longer gives bonus damage when purging a sprint
Swords
The previous buff to Blade Cyclone has been reverted, as it became the default option and outperformed all other options, particularly for Carving and Infinity Blade players.
  • Blade Cyclone (all Swords)
    • 1 charge damage: 70 → 60
War Gloves
To help Ursine Maulers find more success, the damage reduction from a previous nerf, originally paired with a significant resilience penetration decrease, has been reverted.
  • Hundred Striking Fists (Ursine Maulers)
    • Damage per tick: 32.4 → 36 (vs players)
    • Delayed damage: 27 → 30 (per stack)
Some of Infernal Boulder’s instant damage has been moved into its DoT component, to both reward skilled players for hitting all three boulders and to limit its effectiveness when stacked in ZvZs.
  • Infernal Boulder (Hellfire Hands)
    • 1st boulder damage: 199.5 → 177
    • 2nd boulder damage: 133 → 126
    • 3rd boulder damage: 66.5 → 76
    • DoT tick damage: 14 → 18
Armors
To make Protection of the Fiends more risky, its negative resistance penalty has been increased, making it more important to combo with allies or cancel the channel early.
  • Protection of the Fiends (Demon Armor)
    • Caster resistance reduction: 0.34 → 0.37
Taunt has been simplified to apply the same effects regardless of the selected target, while increasing its value as a short-cooldown damage option for Plate Armor users.
  • Taunt (all Plate Armors)
    • No longer distinguishes between target types
    • Bonus Damage vs All: 10% → 20%
    • Defense vs Players: -10% → -20%
Capes
The Fort Sterling Cape has had its cooldown significantly reduced at higher tiers to justify its price increase and enable players to rely on it as a consistent cleanse option.
  • Untouchable (Fort Sterling Cape)
    • Base cooldown: 139 → 168
    • Cooldown reduction per 100 IP: 3s → 8s (118s → 112s at 700 IP, 91s → 40s at 1600 IP)
Potions
Invisibility Potion’s damage reduction has not been significant enough or lasted long enough to give opponents a fair chance to react to fully undetectable engages. Damage reduction has now been changed to reduce all damage dealt by players, making it harder to bypass the penalty with stacked damage buffs. The effect also lingers for 2 seconds after exiting stealth, rather than starting from the moment of use, giving players a chance to fight back if revealed early.
  • Invisibility Potion
    • Ability damage reduction → Damage vs All reduction (-50% value is unchanged)
    • Duration: Fixed time on cast → While Invisible, and remaining for 2s once revealed
Other
  • Judgment (Lightcaller) visuals have been updated to be more readable in large-scale fights

[h3]Fixes[/h3]

Spell Fixes
  • Spinning Blades (Dual Swords): Fixed issue where immunity to Crowd Control persisted after impact
  • Holy Beam (Holy Staffs): Fixed issue where stacks persisted after casting was interrupted
  • Razor Cut (Bear Paws): Fixed issue where the same enemy could be hit multiple times
  • Time Freeze (Great Arcane Staffs): Fixed issue where frozen enemies could still receive healing from lifesteal effects
UI Fixes
  • Fixed issue where the Arena queue timer would not reappear if a player canceled the match invitation
  • Fixed issue where combat logs in the Death Recap would be overwritten by new actions performed on the player when switching tabs in the UI
  • Fixed issue where the ‘Take All’ button on the Marketplace would reset filters without resetting the filter text
    • The text is now reset along with the filters
  • [MOBILE] Fixed issue where main dynamic action button on the virtual controller could appear to remain in motion after use
  • [CONTROLLER] Fixed issue where ‘Select Next Party Member’ keybinding option was missing from the Settings menu
Other Fixes
  • Fixed Faction Warfare “connection bug”; it is now always possible to capture Outposts in a region if at least one adjacent frontline or backline region is owned by your Faction
  • Fixed issue where it was possible for players to buy their own items at the Marketplace
  • Fixed issue where Rock Giant’s Aspect would not pursue players or use melee attacks