Albion Online Updates


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Galahad Update / Version 1.0.318 / REV 78414 / 13 March 2017

Director's Notes

Galahad is here - a major milestone towards the release of Albion Online on July 17, 2017. 

The release of Galahad is accompanied with a reset of the game databases (wipe) - a necessary step to test all the exciting changes introduced with Galahad and to give us detailed data about the game's performance in preparation for launch. 

The team worked very hard on Galahad, and on behalf of all of us, I wish you a lot of fun playing it! 

We are now turning our attention to getting the game ready for launch. For us, this means improving the beginner experience, finishing the UI rework and improving the inventory & rights management situation of Guilds. 

It also means going through all the data collected during this last test phase, fixing bugs and improving balancing and performance wherever we can. If you want to support us in this task, we invite you to leave feedback in the feedback forum and report any bugs you find using the /bug command ingame. 

Best of luck for all your endeavours in this last phase of Albion Beta Testing! 

Robin Henkys - Game Director 

Legendary Founders are able to explore Galahad on March 13 (12:00 UTC), Epic Founders on March 14 (12:00 UTC) and Veteran Founders on March 15 (12:00 UTC). 



The new Outlands are designed around different hubs (high-end, mid and low), encouraging guilds of the same strength to settle close to each other.


The two Royal Isles have been replaced with one big Royal Continent. The Royal Continent is shaped like a pie chart, with each slice being a biome with its own city. At the center, where all biomes meet and deep in the red zones, lies the central city Caerleon.


The visuals have been greatly improved and the new world map also has various zoom settings so it is easier to read relevant information. On top of that, the world of Albion now features landmarks such as mountains and ravines that will make it impossible to travel certain routes. Unless you find a underground passage!


Now each city has their own unique layout and look, reflecting their surrounding biome. Aside from five biome cities, there is also a unique center city in the middle of the Royal Continent.


Expeditions are relatively short PvE missions that are perfect when you have no time to venture in the open world! 
Talk to the Expedition Master in your local city, pick the size (solo/group) and Tier of your choice and start your adventure!


Guardians are massive world bosses that protect Tier 6 resource hotspots. Each biome has its own unique guardian, from a snow-white Mammoth to a colossal Rock Giant.


Mob camps are no longer accompanied by large dungeons. Instead, they have smaller and more straightforward dungeons with a boss at the end. Large dungeons have been reworked to become less linear and can be found in the open world, without a mob camp to protect it. 
When exploring the open world, you can also run into random camps. These are small groups of mobs that come in different rarities and difficulties.


Home bases are maps entirely dedicated to a specific faction. These regions are the ultimate PvE grind spot, offering content for single players, small groups and even raid parties.


Throughout the world you might run into ruins of what used to be mighty altars. They are now haunted by Spectres, vicious spirits that carry valuable essences.


Runes, Souls and Relics can now be used to add enchantment levels to equipment, which increases item power.


Gatherers can now unlock gatherer gear through the Destiny Board. Each resource has its own set of equipment, consisting out of armor, helmet, shoes and a backpack (cape slot). Each item is available from Tier 4 to Tier 8 and completely unique per resource type.


The Destiny Board has undergone several changes:

  • new PvE track has been added, which unlock expeditions and bonus damage against mobs.
  • Starting from Tier 4, Mastery Levels per node go up until level 100.
  • Learning Points can now only be used after fulfilling the fame threshold.
  • Spells can now be unlocked through the Destiny Board.


The User Interface has been revamped and redesigned! 
Not only has it gotten a sleek new look, giving Albion Online the modern look it deserves, but it has been optimized to work better on all platforms. 

We will continue to add features and improvements to the User Interface throughout the Beta. 

Adjusted hotkeys defaults with this new mapping:

  • M: Opens World Map
  • N: Opens Cluster Map
  • B: Opens Destiny Board
  • H: Opens Building Menu




  • Caster Disruption: 3 -> 2
  • Maximum Attack Speed Cap: Unrestricted to 120% additional attack speed.
  • Removed Taunt from all weapons. Moved it to all Plate Armors.
  • Dashs, self knockbacks, etc. won't move you if you are more than 300% overloaded.

New Items:

  • Royal Armor Sets with new spells (one complete set for plate, leather and cloth).
  • Gathering Gear with new spells (helmet, chest, shoes and backpack for each resource).

Weapon Passives:

  • Passive Values have been scaled for each weapon line (depending on average attack interval).

Arcane Staffs:

  • Motivating Cleanse:
    • Speed Buff: 46% -> 20%
  • Arcane Purge:
    • Cast Time: 0s -> 1s
  • Arcane Orb:
    • Doesn't Purge anymore, but silences all targets hit.
  • Protective Beam:
    • Now applies the shield to all allies in close proximity to the target.


  • Rending Strike:
    • Stack Duration: 5s -> 4s
  • Adrenaline Boost:
    • Doesn't buff auto attack damage anymore. But grants a additive Damage Bonus (20%)
    • Cooldown: 10s -> 20s
    • Move Speed: 34% -> 40%
    • Energy Cost increased by 38%
  • Battle Frenzy:
    • Move Speed Boost: 50% -> 25%
    • Attack Speed Boost: 50% -> 25%


  • Frost Shot:
    • Self-Knockback: 11m -> 9m
    • Increased knockback speed: 25m/s -> 30m/s
  • Speed Shot:
    • Speed Buff: 8s -> 5s
    • Damage: 75%
  • Rapid Fire:
    • Reworked the spell into a new one: Enchanted Quiver
  • Magic Arrow:
    • Reworked the Spell: Removed Stun and AoE Damage. Deals now only high single target damage depending on distance.
    • Cooldown: 30s -> 10s
    • Castrange: 24m -> 26m
    • Increased Projectile Speed and adjusted it's hitbox.
    • Energy Cost: -35%
  • Rain of Arrow:
    • Hit Delay: 1s -> 0.75s
    • Slow Strength: 23% -> 20%
    • Damage per tick: 18%
  • Demon Arrow:
    • Reworked the Spell: It is now a long CD high damage skill shot, which stacks up on damage, the more enemies it pierces through.


  • Sweeping Bolt:
    • Now also interrupts enemy spell casting.
    • Cooldown: 25s -> 20s

Cursed Staffs:

  • Removed Passive: Life Leech
  • Added New Passive: Bane
  • Area of Decay:
    • Now also removes Heal over time effects of enemies.


  • New Q-Spell: Assassin Spirit (execute also scales with this one)
  • Sunder Armor:
    • Energy Cost: -20%
  • Dash:
    • Cooldown: 8s -> 10s
  • Throwing Blades:
    • Fixed various bugs with this spell
    • Damage Buff per Stack: 10% -> 15%
  • Slith Throat:
    • Hit delay: 0.4s -> 0s
    • Cast time: 0s -> 0.4s
  • Lunging Stabs:
    • Range: 13m -> 11m

Fire Staffs:

  • Fireball:
    • Range: 22m -> 18m
    • Slightly reduced projectile speed
  • Contagious Fire:
    • Can't be cleansed anymore
  • Meteor:
    • Damage: 5%

Frost Staffs:

  • Blizzard:
    • The spell has now separate stats for mobs and players:
    • Damage vs Mobs: 27.86
    • Damage vs Players: 48.75
    • Slow Strength per Tick: 25% -> 30%
    • The Slow now doesn't trigger Diminishing Returns anymore


  • Earth Shatter:
    • Stun Duration: 15%
  • Groundbreaker:
    • Stun Duration: 20%
  • Tackle:
    • Stun Duration: 15%

Holy Staffs:

  • Added New Spell: Generous Heal
  • Flash Heal:
    • The spell now also applies a short Healing Received bonus on the target (stacks up to 2 times)
    • Reapplying the spell on 2 stacks consumes the stacks and gives energy to the caster back
    • Recasting Flash Heal on yourself will eventually trigger healing sickness. (only on self cast)
    • Castbar won't be pushed back by damage anymore.
    • Cast Time: 1s -> 0.8s
  • Smite:
    • Cast Range: 11m -> 12m
  • Holy Blessing:
    • Cast Range: 11m -> 12m
  • Holy beam:
    • Cast Range: 9m -> 12m
  • Sacred Pulse:
    • Cast Range: 11m -> 12m
  • Resurrection:
    • Cast Range: 11m -> 12m
  • Desperate Prayer:
    • Cast Range: 11m -> 12m
  • Divine Protection:
    • Cast Range: 11m -> 12m


  • Snare Charge:
    • Reworked the Spell: It now is a ground targeted delayed AoE Jump, which roots enemies at the impact location.
  • Pull Area:
    • Pull distance is now reduced by enemies crowd control resistance.
    • Now also creates a lot of Threat on all mobs hit.
    • Energy cost increased by 114%
  • Silencing Strike:
    • Hit Delay: 0.4s -> 0.2s
    • Stand Time: 1.4s -> 1s
  • Battle Howl:
    • Now also purges enemy buffs
    • Silence Duration: 3.81s -> 2.8s
    • Standtime: 1s -> 0.6s
    • Cooldown: 15s -> 20s (increased threat generation accordingly)
    • Energy Cost increased by 9%
    • Now also deals minor damage (to trigger focus fire protection)
    • Hit Delay: 0.2s -> 0.4s (also added an indication area to visualize the build up)

Nature Staffs:

  • Rejuvenation:
    • Cast Range: 11m -> 9m
    • Recasting Rejuvenation on yourself will eventually trigger healing sickness. (Only on self cast)

Quarter Staffs:

  • New Spell on Q-Slot: Cartwheel
  • Heavy Swing:
    • Quarter Staff line only
    • Cast Time: 1s -> 0.5s
    • Damage: -36%
    • Energy Cost: -29%
  • Stun Run:
    • Movespeed Bonus: 38% -> 30%
  • Forceful Swing:
    • Hit Delay: 0.4s -> 0.2s
    • Standtime: 1s -> 0.5s
    • Radius: 6m -> 4m
    • Cooldown: 10s -> 20s
    • When used against players, they can't auto attack for 5s.
    • Removed the auto attack speed reduction.
    • Added a flat 20% Damage reduction instead.


  • Added new Q-Slot Spell: Lunging Strike
  • Spirit Spear:
    • Removed the slow and self speed buff
    • Consuming the third stack now gives you a short defensive buff
  • Reckless Charge:
    • The spell is now a delayed jump to a ground target.
    • Enemies hit will be knocked into the air. (Similar to a mini Tornado hit)
    • Max Damage: 13%
  • Spear Throw:
    • Cooldown: 10s -> 30s
    • The spear now also stuns on impact
    • Energy Cost increased by 55%


  • Iron Will:
    • Move Speed Increase: 30% -> 20%


  • Mercenary Armor Stats:
    • Bonus CCR: 10%
    • Bonus CC Duration: 10%
  • Hunter Armor Stats:
    • Bonus CCR: 15%
    • Bonus CC Duration: 15%
  • Assassin Armor Stats:
    • Bonus CCR: 20%
    • Bonus CC Duration: 20%
  • Soldier Armor Stats:
    • Bonus CCR: 40%
    • Bonus CC Duration: 50%
  • Knight Armor Stats:
    • Bonus CCR: 45%
    • Bonus CC Duration: 45%
  • Guardian Armor Stats:
    • Bonus CCR: 50%
    • Bonus CC Duration: 40%
  • Berserker:
    • Added a resistance buff, which stacks up with the damage buff
  • Speed Caster:
    • Removed the movement buff, instead the buff now also reduces energy cost by 20%
    • Energy Cost: -3%
  • Haste:
    • Removed the movement buff, instead the buff now also increases damage by 10%
  • Everlasting Spirit:
    • Removed the below 30% Health Condition
    • Time Window to activate the shield: 5s -> 1.5s
  • Energy Drain:
    • Enemy Energy Loss: 2.88 -> 3.60
  • Fury:
    • It now also stacks up a CC Duration buff
    • Moved this spell to Soldier Armor
  • Obsessive Burst:
    • Duration: 8s -> 10s
    • Damage Heal Increase per stack: 5% -> 8%
    • Moved Obsessive Burst to Druid Robe
  • Taunt:
    • Range: 3m -> 11m
    • Cooldown: 7s -> 10s
    • Removed the Spell Interruption, instead it reduces the target's damage a bit.
    • Now deals minor damage (So a taunted enemy alerts other mobs in close proximity)
  • Spirit of Vengeance:
    • Cooldown: 30s -> 60s
    • Shield Strength increased by 391%
    • Damage decreased by 25%
    • Moved Spirit of Vengeance to Gatherer Gear
  • Wind Shield:
    • Reworked spell: Now it is a self buff which knocks back enemies around you, every time you take damage.
    • Removed the Speed Buff.
    • Moved Wind Shield to Gatherer Gear
  • Bloodlust:
    • Moved this spell to Mercenary Jacket
  • Further armor changes:
    • Added new Spell to Demon Armor: Protection of the Fiends
    • Added New Spell to Hellion Jacket: Life Steal Aura


  • Removed Disruption Immunity
  • Added Displacement Immunity
  • Added New Spell on Artfact Level 1 Helmets: Mortal Agony
  • Block:
    • Removed the movespeed bonus.
    • Can't be purged anymore.
    • Moved Block to Soldier Helmet
  • Bear Trap:
    • Removed stand time, but the trap becomes active after a delay. (After the trap sinks into the ground)
    • Moved Bear Trap to Gatherer Gear
  • Energy Shield:
    • Moved this spell to Scholar Cowl.
  • Retaliate:
    • Moved this spell to Hunter Hood


  • New spells:
    • Added New Spell to Scholar Sandals: Focused Run
    • Added New Spell on Hellion Shoes: Mark of Sacrifice
    • Added New Spell on Keeper Sandals: Frost Walk
    • Added New Spell on Fiend Sandals: Position Swap
    • Added New Spell on Soldier Boots: Wanderlust
  • Invisibility:
    • Movement Speed Buff per Stack: 5% -> 10%
    • Channel Duration: 30s -> 10s
    • Cooldown: 60s -> 40s
  • Blink:
    • Range: 8m -> 7m
  • Motivating Pain:
    • Reworked the spell: It now only stacks up a strong movespeed bonus on damage taken.
    • Moved the spell to Gatherer Gear
  • Sprint Shield:
    • Cooldown: 30s -> 60s
    • Duration: 6s -> 8s
    • Shield Strength: 138.51 -> 212.36
    • The shield is now removed when you attack someone.
    • The spell now also increases maxload temporarily.
  • Shield Charge:
    • Shield Duration: 5s -> 4s
    • Dash Speed: 20 m/s -> 25 m/s
  • Evasive Jump:
    • Max Range: 9m -> 12m
  • Flee:
    • Buff Duration: 8s -> 7s
    • Silence Duration: 15s -> 12s
    • Moved the spell to Gatherer Gear.
  • Run:
    • Moved this spell to all combat shoes.
  • Sprint Shield:
    • Moved the spell to Gatherer Gear.
  • Defenseless Rush:
    • Moved this spell to Royal Sandals.
  • Evasive Jump:
    • Moved this spell to Royal Shoes



  • Heal Potions:
    • Not cleanseable anymore
    • New Healing Rates:
      • T2 Potion heals 8% in 4s
      • T4 Potion heals 16% in 8s
      • T6 Potion heals 24% in 12s
      • Now first Healing tick starts 1s after the potion was used.
  • Energy Potions:
    • Not cleanseable anymore


  • Spells go on short Cooldown after being dismounted
  • Flattened Mount Speed Progression and Reduced Overall Mount Max Speed
  • Dismount Cooldown: 10s -> 20s
  • Armored Horses:
    • Armor Factor decreased by 39%
    • CCR Factor decreased by 60%
  • Dire Boar:
    • Armor Factor: 0 to 0.4
    • CCR Factor: 0 -> 0.4
  • Ox:
    • Health Factor: 34%