Albion Online Patch Notes

Patch 2026-05-04 May 4, 2026

## What Changed **Healing Sickness** — Now applied to teams with multiple healers in 5v5 Hellgates, matching the existing system in 5v5 ranked and Crystal Arena **Destroy Item Confirmation** — Removed the 'Always' option and increased hold duration required to destroy items **Controller Spell Targeting** — Added 'Situational Movement Spell Targeting' option that auto-aims spells in facing direction when no target is found; reintroduced 'Use left stick for spell targeting' setting ## Balance Changes **Axes** - **Adrenaline Boost** — Max duration increased: 7s → 9s - **Rending Strike** — Stand time removed: 0.2s → 0s **Bows** - **Sky's Fury (Skystrider Bow)** — Damage reduced: 128 → 123 - **Enchanted Quiver** — Bonus auto-attack damage to nearby enemies decreased: 220% → 200% **Cursed Staffs** - **Bane** — Damage increased: 23.71 → 25 - **Grudge** — Damage reduced across all timing windows: 18→16 (0s), 22.5→20 (0.5s), 54→49 (1s), 90→81 (1.5s), 135→121 (2s+) **Cursed Skull** - **Haunting Screams** — Max health damage increased: 1.2% → 1.5% **Rotcaller Staff** - **Plaguebringer** — Damage reduced: 171 → 161 **Nature
  • Additional Healing Sickness is now applied to teams that bring more than one healer to 5v5 Hellgates This already applies in 5v5 ranked Arena and Crystal Arena matches
  • Removed ‘Always’ option from destroy item confirmation popup
  • Added a new ‘Situational Movement Spell Targeting’ option for controllers and mobile When enabled, spells that can move a character automatically aim in the facing direction if no suitable target is found ahead
  • Increased the hold duration required for the Destroy Item action
  • Reintroduced controller setting ‘Use left stick for spell targeting’
  • Adrenaline Boost (all Axes) Max duration: 7s → 9s
  • Rending Strike (all Axes) Stand time: 0.2s → 0s
  • Sky's Fury (Skystrider Bow) Damage: 128 → 123
  • Even after the changes in recent hotfixes, healers in the 1v1 Arena have remained overly frustrating for many builds to deal with, often preventing meaningful progress being made on their health bars before opponents are worn down. Healing has therefore been further reduced in the 1v1 Arena. Healing cast decrease: 50% → 60%
  • Enchanted Quiver (Bow) Bonus auto-attack damage to enemies within 6m: 220% → 200%
  • Bane (all Cursed Staffs) Damage: 23.71 → 25
  • Grudge (all Cursed Staffs) Damage at 0s: 18 → 16
  • Damage at 0.5s: 22.5 → 20
  • Damage at 1s: 54 → 49
  • Damage at 1.5s: 90 → 81
  • Damage at 2s+: 135 → 121
  • Haunting Screams (Cursed Skull) Max health damage: 1.2% → 1.5%
  • Plaguebringer (Rotcaller Staff) Damage: 171 → 161
  • Rejuvenating Flower (all Nature Staffs) Heal at 0s: 20 → 17
  • Heal at 1.5s: 49 → 42
  • Heal at 3s: 84 → 71
  • Adapting Matter (all Shapeshifter Staffs) Cooldown: 6s → 7s
  • Energy cost: 10 → 12
  • Shockwave (all War Gloves) Damage: 122 → 117
  • Dash cooldown: 5s → 6s
  • Immortal (Mistwalker Hood) Duration: 6s → 5s
  • Fey Barrier (Brecilien Cape): No longer removes debuffs
  • Adrenaline Boost (all Axes): Fixed issue where the buff could sometimes end prematurely
  • Piercing Light (Lightcaller): Fixed issue where the spells description showed an incorrect maximum range
  • Lucent Hawk (Mistpiercer): Fixed issue where recasting would automatically target the bottom right corner of the screen
  • Spontaneous Combustion (Flamewalker Staff): Fixed issue where enemies would not be automatically targeted
  • Fixed issue where the Edit button for Black Market sell orders could disappear
  • Fixed issue where the scoreboard did not display kills and deaths in Custom 1v1 and 5v5 Crystal Arena matches
  • Fixed issue where offscreen party markers were not visible at the top of the screen
  • Fixed issue where the character could become unresponsive after closing the Survival Tips window
  • Fixed issue where the Realmgate UI incorrectly displayed an Island Manager tab
  • Fixed issue where health bars could disappear when attacking with a Siege Hammer
  • Fixed issue where the ’Recently played with’ player list would not be populated when sending ingame mails
  • Fixed issue where key bindings could not be changed when using mouse and keyboard
  • Fixed issue where 5v5 Crystal League matches did not use the new Crystal Arena map
  • Fixed issue where where poison gas damage in the 1v1 Arena counted toward ‘Deal damage in a single Arena or Crystal Arena match’ Journal missions
  • Fixed issue where enabling ‘(Virtual Joystick) Allow Tap Movement’ would automatically switch the control scheme to Tap Controls
  • Fixed issue where auto-targeting would not work when ‘(Virtual Joystick) Allow Tap Movement’ was enabled with Virtual Controller
  • Fixed various mobile targeting issues, including drag preview, ground spell targeting, cycle targeting, and target lock behavior
  • Fixed issue where friendly targets could not be inspected using the custom button unless selected first
  • Fixed issue where fishing was not possible in certain areas Note: Visual cues may still not be displayed consistently. This issue will be addressed in a later patch
  • Various additional graphical, animation, terrain, audio, UI, and localization fixes
View full patch notes ↗

Patch 2026-04-13 April 13, 2026

## What changed **Environmental visuals** — Ground textures now feel more physical and varied by biome, with improved reflections on water, wet surfaces, snow, and sand; sunlight intensity refined with realistic cloud shadows and sky reflections **Atmospheric effects** — Added drifting pollen, sand gusts, snow particles, insects, and airborne foliage; arrival beach scene enhanced with new lighting, textures, and environmental details like wreckage and coastal vegetation **Performance** — Expanded asynchronous loading for assets, prefabs, and visual effects; optimized spell effect processing and rendering assets to reduce blocking during gameplay **Connection monitoring** — Added packet loss indicator and network performance telemetry tools **Armory system** — New equipment build browser that filters by activity type, group size, performance metrics (win rate, damage, popularity), and specific equipment pieces; builds display full setups with abilities and consumables; successful builds can be saved as Loadouts **Solo Arena** — Players can now enter Arena matches solo via the Arena Master **Crystal Arena** — New map added with fresh chokepoints and flanking paths; groups of four can now queue together **Controller support** — Dedicated controller HUD fully customizable through HUD Editor; added radial menus, multiple control schemes with configurable targeting modes, and expanded auto-targeting options **Destiny Board** — Nodes that cannot be progressed are now hidden by default; Reaver line removed and avatars moved to Albion Journal missions; locked node connections display partial progress **Loot system** — All guaranteed PvE loot from expeditions and chests can now be collected with a single click **UI improvements** — Multiple windows can remain open simultaneously; Laborer UI redesigned; Loot UI now displays 4 columns instead of 3; Potion
  • Refined ground textures to feel more physical and varied depending on the biome
  • Water now reflects the character of its surrounding environment, from murky swamp waters to slow-moving icy streams
  • Rivers, lakes, and coastlines now reflect the sky, clouds, and sunlight more naturally
  • Wet surfaces, snow, and sand reflect light more realistically
  • Sunlight intensity and color grading have been refined
  • Cloud shadows move across the landscape
  • Shorelines and shallow water blend more naturally with the surrounding terrain
  • Vegetation and biome-specific environmental assets updated
  • Ground textures improved to feel more physical, for instance mossy undergrowth, muddy marshes, and sandy dunes
  • New atmospheric effects added such as drifting pollen, sand gusts, and snow particles
  • Small environmental details added like insects and airborne foliage
  • The arrival beach scene features improved lighting, textures, and environmental detail
  • New environmental assets such as wreckage pieces, shells, and coastal vegetation enhance the atmosphere of the starting area
  • Expanded the use of asynchronous loading for assets, prefabs, and visual effects to reduce blocking during gameplay
  • Updated systems responsible for loading environmental objects and dynamic world elements
  • Adjusted how certain spell effects are processed to be less burdensome
  • Applied performance optimizations to numerous other visual effects and rendering assets
  • Added a packet loss indicator to help players monitor connection issues
  • Added additional telemetry and logging tools for monitoring network performance
  • When opened from the Player Menu, a landing page is displayed where players select the type of content they want to play Activities can be filtered by activity type and group size
  • After selecting an activity, the Armory displays equipment builds that perform well in that type of content Builds can be filtered further by selecting performance metrics such as win rate, damage, or popularity, and by choosing between recent or more established builds
  • The equipment list can also be filtered by type, letting players browse builds centered on specific equipment pieces
  • Each result shows a full equipment setup, including abilities and consumables, providing a quick overview of how successful builds are configured in practice
  • Each build includes performance indicators to help players compare different setups, including variations in consumables and abilities These metrics are displayed as a radar chart, allowing builds to be compared at a glance
  • Selected builds can be saved as Loadouts directly, letting players quickly prepare a full equipment setup and jump into the activity they want to play
  • The Armory can also be accessed by opening an item’s details UI, and scrolling down to the ‘Recommended Builds’ section Clicking ‘View Build’ next to one of these recommendations will open that build within the Armory
  • Matches can be entered solo via the Arena Master
  • Equipment is soft-capped at 900 Item Power, with excess IP reduced by 80% Combat Potions above 900 IP use their 900 IP effects instead
  • Healing is decreased by 40%
  • Matches are played in a best-of-three format If a round lasts too long, overtime begins and poison gas gradually closes in to force engagement
  • The mode has its own rank and Rank Points (RP) system Ranks progress independently from the existing 5v5 Arena
  • Rewards increase with rank progression
  • A new Crystal Arena map has been added to refresh gameplay and shift the competitive meta Includes new chokepoints and additional flanking paths
  • The Crystal Arena now allows groups of four players to queue together, helping improve matchmaking flexibility and queue times
  • The Arena Rank UI now automatically scrolls to your current rank when opened
  • Updated base tent invulnerability behavior in Crystal League, Crystal Arena, and custom matches: Attacking no longer removes the invincibility effect
  • Healing begins 3 seconds after entering the area and stops when leaving it
  • Dedicated controller HUD for gamepad play This is fully customizable through the HUD Editor
  • Added customizable radial menus for faster access to common actions
  • Added multiple controller control schemes to support different playstyles Includes configurable targeting modes, allowing players to filter targets
  • Expanded auto-targeting options, allowing players to customize targeting behavior, lock modes, and priority rules
  • Each battle mount adds a fixed Disarray value to its group when present in a region Ancient Ent: 2
  • This contribution is calculated alongside the existing Disarray scaling and only starts when the total Battle Mount Disarray contribution exceeds 15 points Only the excess value above 15 is added to the alliance’s Disarray
  • Each battle mount now displays its Disarray contribution in the item details UI
  • A status icon is displayed showing the current Disarray contribution
  • The maximum number of Disarray levels has been extended to 99
  • When a player leaves or is removed from a party, they and their former party members cannot attack each other for 30 seconds
  • The same temporary protection also applies when leaving or being removed from a guild or alliance
  • This protection does not apply when an alliance dissolves or when a guild leaves an alliance
  • Willowsigh Marsh ↔ Darkground Swamp (Swamp Burrow removed)
  • Cairn Camain ↔ Creag Dhor (Ore Adit removed)
  • Yew Wood ↔ Owlsong Glen (Forest Burrow removed)
  • Lazygrass Plain ↔ Kindlegrass Steppe (Sabertooth Den removed)
  • Eldon Hill ↔ Bowscale Fell (Rock Adit removed)
  • Removed the connection between Wyre Forest and Murkweald
  • Added a new connection between Murkweald and Longtimber Glen
  • Moved the Caerleon Underway entrance in Longtimber Glen to the opposite side of the map from the new Murkweald entrance
  • Replaced the direct connection between Roastcorpse Steppe and Broken Fell with a passage
  • The number of Medium Faction Camps available has been reduced in several regions
  • Nodes that cannot yet be progressed are now hidden by default Areas beyond current progression become visually subdued, with obscured distant nodes and connections toward the edges of the board
  • This can be toggled with the ‘Show all Nodes’ option on the Destiny Board
  • Connections to locked nodes now display partial progress toward unlocking their first level
  • When referencing hidden nodes in the Item Details UI, the Destiny Board now opens the nearest visible parent node instead
  • The Reaver line have been removed from the Destiny Board Avatars previously unlocked through Reaver nodes have been moved to Albion Journal missions tied to similar PvE Fame milestones
  • Reaver Line related Albion Journal missions have been archived
  • Solo, Group, and Hardcore Expeditions no longer require matching Reaver bonuses
  • All items from PvE drops and chests can now be looted with a single click This does not include treasure chests that spawn in the open world, the Depths, the Mists, Faction Warfare or during temporary events
  • This only applies to situations where all loot is guaranteed to the player
  • Items are taken in order until carry weight limit is reached
  • Not available for items dropped by other players
  • Introduced a new window focus system: Multiple UI windows can now remain open at the same time instead of closing each other
  • Interacting with a window automatically brings it to the front, preventing overlapping or hidden interface elements
  • The Laborer UI has been updated with a new design to match the rest of the game's interface Added warnings before sending laborers and after their return that uncollected items are removed after 7 days
  • The Loot UI now displays 4 columns instead of 3, allowing more items to be visible at once
  • Adjusted the default replacement settings of the Lost Equipment Loadout to: Tier: Same
  • Enchantment: Same
  • Quality: Same or Higher
  • Potion and Food slots in the Action Bar now display the number of items equipped
  • Added buttons to the Region Map to place pings and return to the map of the current region
  • Item Details UI now shows estimated market value per item and for the entire stack
  • Battle Rush (all Axes) Cooldown: 20s → 18s
  • Relentless Assault (Crystal Reaper) Damage vs mobs: 95 → 86
  • Sky's Fury (Skystrider Bow) Damage per bolt: 140 → 128
  • Initial cast energy cost: 12 → 18
  • Bolt energy cost: 3 → 0
  • Flickershots (Arclight Blasters) Damage per cast: 101 → 94
  • Vicious Barrage (Siegebow) Damage: 130 → 105
  • Current health damage: 2.5% → 3%
  • Anguished Soul (Demonic Staff) Fear duration at 0 stacks: 1s → 1.25s
  • Fear duration at 1 stack: 1.25s → 1.5s
  • Fear duration at 2 stack: 1.5s → 1.75s
  • Fear duration at 3 stack: 1.75s → 2s
  • Fear duration at 4 stack: 2s → 2.25s
  • Combustion (Infernal Staff) Added: Initial fear hits enemies in a 4m AoE around the target
  • Feared mobs no longer run as far
  • Flaming Phoenix (Dawnsong) Instant damage: 225 → 200
  • Spontaneous Combustion (Flamewalker Staff) Impact Damage: 189 → 178
  • Arctic Volley (Arctic Staff) Cooldown: 15s → 12s
  • Damage per tick: 90 → 76
  • Energy cost per tick: 3 → 2
  • Groundbreaker (Polehammer) Damage: 77.7 → 46
  • Holy Orb (all Holy Staffs) Stand time: 0.4s → 0.25s
  • Guard Rune (all Maces) Players: 5 → 10
  • Resistance: 0.2 → 0.06
  • Deep Leap (all Maces) Damage: 180 → 203
  • Vault Leap (Quarterstaff) Damage: 180 → 161
  • Phantom Twin (Phantom Twinblade) First and second cast damage per tick: 41 → 46 (Total damage: 205 → 230)
  • Tear Open (Bloodmoon Staff) Blood Pool now requires 2 Shift Charges
  • Dawnbird Transformation (Lightcaller) No longer grants immunity to slow effects
  • Wild Onslaught (Primal Staff) Damage: 50 → 85
  • Crescent Slash (Clarent Blade) 3 stack damage: 160 → 170
  • Fearless Strike (Carving Sword) Cooldown: 20s → 25s
  • Counter (all War Gloves) Reflect percentage: 100% → 150%
  • Earth Crusher (Ravenstrike Cestus) 0 charge damage: 155 → 165
  • 1 charge damage: 165 → 175
  • 2 charge damage: 175 → 185
  • 3 charge damage: 185 → 195
  • Falcon Smash (Battle Bracers) Multicast time window: 2s → 3s
  • Hush (Demon Helmet) Cooldown: 30s → 25s
  • Dodge (all Shoes) Movement speed buff duration: 4s → 5s
  • Fixed issue where the Personal Loadouts list would scroll back to the top after opening a loadout from a filtered list
  • Fixed issue where the Energy Singularity spawned by the Dawnbird tracking mob could take full damage shortly after spawning
  • Fixed issue where Dryad's Tendrils VFX did not match its duration
  • Fixed issue where the Bandit Ringleader's torch throw had no spell indicator before impact
  • Fixed issue where Undead Mage's Blizzard VFX faded before the spell ended
  • Fixed issue where Undead Ghost's Blizzard indicator persisted after the spell ended
  • Fixed issue where mobs could sometimes move incorrectly across certain terrain
  • Various additional graphical, animation, terrain, audio, UI, and localization fixes
  • Players standing in the base tent area are healed for 5% of their health and energy every second
  • Updated terrain colors, vegetation, and environmental assets across all biomes
  • Adjusted terrain colors and textures to better match the style of Albion’s characters and creatures
  • Updated UI navigation across menus and windows to better support controller input Added a full-screen controller menu that provides quick access to key systems
  • Improved contrast and color intensity to make biomes more distinctive
View full patch notes ↗