## 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%
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
## 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
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
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