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Guide of Albion Online Weapons

6/13/2016

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Before we begin with the weapons themselves there are a few quick things to know first. One is you can buy Cheap Albion Gold on our site, another is have three schools of combat that all the weapons fall into, warrior, hunter, and mage. 

Weapons can do two types of damage, physical or magical. Most melee and ranged weapons do physical damage aside from the magic staffs which all do magical damage. After deciding which combat school to go with, you will find that each weapon in that school has three variations which I just like to refer to as class for example in the most inner ring of the destiny board will be the Class 1 weapons, above them in the middle ring of the destiny board are your Class 2 weapons and finally in the outer most ring are your Class 3 weapons. The power level increases as you go up in class by a small margin, just as the power level increases as you go up in tier for each individual weapon. The power increase is stronger however when you progress upwards in tier opposed to class. The difficulty and costs to craft a weapon also increases greatly when you go up in Class opposed to Tier.

COMBAT SCHOOLS

Warrior - obtained through warrior's forge
Hunter - obtained through Hunters Lodge
Mage - obtained through Mage Tower

WEAPON CLASS

Class 1 - found on the inner ring of the destiny board
Class 2 - found on the middle ring of the destiny board
Class 3 - found on the outer most ring of the destiny board

RULES

- Each weapon has 3 to 4 ability slots.
- The first three slots are active abilities which are cast using the Q, W, & E keys.
- The slot 1 & slot 2 abilities (Q&W), are shared with all the weapons of a a specific tree. [Example: Broadsword > Claymore > Glaive, are part of one weapon tree and share the same Q&W abilities.]
- The third slot is for unique abilities which are not shared by any other weapon.
- All of the unique weapon abilities use the E key.
- Weapons that are two handed have a 4th ability slot which is reserved for passive abilities. These passives are shared between the weapon tree.

LEGEND

Slot 1 = Q ability
Slot 2 = W ability
Unique = E ability
Passive = non-casting abilities.

NOTES ABOUT THE CATALOG

- Not all spells available are listed just the ones up to Tier 6.
- The stats of the spells are based on Tier 6 power level
- Use the stats as a simple guideline or estimate not fact.
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Guide of Albion Online Weapons

6/11/2016

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Before we begin with the weapons themselves there are a few quick things to know first. One is you can buy Cheap Albion Gold on our site, another is have three schools of combat that all the weapons fall into, warrior, hunter, and mage. 

Weapons can do two types of damage, physical or magical. Most melee and ranged weapons do physical damage aside from the magic staffs which all do magical damage. After deciding which combat school to go with, you will find that each weapon in that school has three variations which I just like to refer to as class for example in the most inner ring of the destiny board will be the Class 1 weapons, above them in the middle ring of the destiny board are your Class 2 weapons and finally in the outer most ring are your Class 3 weapons. The power level increases as you go up in class by a small margin, just as the power level increases as you go up in tier for each individual weapon. The power increase is stronger however when you progress upwards in tier opposed to class. The difficulty and costs to craft a weapon also increases greatly when you go up in Class opposed to Tier.

COMBAT SCHOOLS

Warrior - obtained through warrior's forge
Hunter - obtained through Hunters Lodge
Mage - obtained through Mage Tower

WEAPON CLASS

Class 1 - found on the inner ring of the destiny board
Class 2 - found on the middle ring of the destiny board
Class 3 - found on the outer most ring of the destiny board

RULES

- Each weapon has 3 to 4 ability slots.
- The first three slots are active abilities which are cast using the Q, W, & E keys.
- The slot 1 & slot 2 abilities (Q&W), are shared with all the weapons of a a specific tree. [Example: Broadsword > Claymore > Glaive, are part of one weapon tree and share the same Q&W abilities.]
- The third slot is for unique abilities which are not shared by any other weapon.
- All of the unique weapon abilities use the E key.
- Weapons that are two handed have a 4th ability slot which is reserved for passive abilities. These passives are shared between the weapon tree.

LEGEND

Slot 1 = Q ability
Slot 2 = W ability
Unique = E ability
Passive = non-casting abilities.

NOTES ABOUT THE CATALOG

- Not all spells available are listed just the ones up to Tier 6.
- The stats of the spells are based on Tier 6 power level
- Use the stats as a simple guideline or estimate not fact.

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Albion Online 's Item Progression

6/8/2016

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​Tiers
There is currently 8 tiers in the game
Higher tier items are usually 20-30% stronger than the items in the tier below
To find highest tier ressources, you will have to venture deeper and deeper into the open world PvP zones
Items generally get repeated across tiers, So if there is a T3 broadsword, there is likely going to be a better T4 broadsword that is quite similar
Higher tier versions of the same item do sometimes get extra abilities for you to choose from

Rarity
There is currently 3 rarity levels for items. Common, Uncommon, Rare
Uncommon and Rare items are not a better version of a corresponding normal item, but they are a totally different item. While the broadsword is a normal item, the 2h sword is an uncommon one and will be significantly different in terms of stats and abilities.
Each rarity level increases the overall power of the item by 20-30%. So you could say that a T6 common item is about as strong as a T5 uncommon item

Quality
When crafting an item, there is a chance to a get a higher quality level. A higher quality level means that the base stats of the item, are higher than usual, but the item itself is exactly the same. For example, a “masterpiece” T4 broad sword will do more damage than a standard quality T4 broad sword.

Cost vs Power
The power of an item increases by around 20-30% per tier/rarity level
The cost of an item increases by a much bigger factor.
One reason for this is that we want to have an interesting risk vs reward curve, i.e. we want players to actively decide whether they bring their best and most expensive gear with them (at a higher risk) or whether they use lower quality gear instead and reserve their best gear for special situations
Another reason is that it helps to balance the game by giving less advanced players a fighting chance against more advanced players
Currently (February 2015), silver cost for items (crafting and repair) increases by a factor of 3 per tier/rarity level. We will carefully evaluate after this alpha test whether that factor needs to be adjusted (or, whether we leave it as is but adjust silver spawn rates)

Cost of use
If you use your Albion Online Silver, they will lose some durability
Per tier, the durability currently increases by a factor of 2. As the item cost increases by a factor of 3, the cost of use essentially increases by a facor of 1.5 per tier. I.e. if you fight mobs in T4 gear, you will need 50% more silver to repair than if you fight mobs in T3 gear
To compensate that, mobs currently drop 1.5 times more silver per tier, too
So in theory, the proportion of silver income used for repairs when farming T3 mobs with T3 gear should be the same as when farming T4 mobs with T4 gear
Having said that, based on qualitative feedback received from players, we are currently not sure how well this works out in practice. We can promise you to carefully look into this and make the required adjustments.

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Mountain Territories and Mercenary Warbands in Albion Online

6/4/2016

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Please read the following carefully, I believe is very useful for you.

Zerging is strong. There is no denying it. This is not a problem in itself. The bigger guilds should have an advantage over smaller guilds.

The problem is that is it nearly impossible for smaller guilds to be able to conquer territory. If they do get to initiate GvG’s, they have a fair shot. The current mechanics makes it nearly impossible for smaller guilds to actually initiate any GvG if they don’t already have territory.

The current suggested changes to the GvG mechanics are all nice and interesting. They don’t suggest anything to balance the fundamental dilemma of “zerg vs small”, however.

I would like to suggest that there are two categories of GvG initiation:
A) The current developer suggestion where zergs can siege up anywhere to initiate a 5v5 GvG. The initiation of very zerg friendly. The resulting 5v5 is balanced and is what we want more of. Let us for the sake of this thread call the territories with these mechanics Plains Territories.
B) “Something else”, which allows for smaller guilds to initiate the actual GvG. This “something else” is what we need to come up with. Let us call the territories with these “other” initiation mechanics Mountain Territories.

Plains Territories
In general, these territories use the current and proposed mechanics:

Initiation
All Zerg friendly stuff. Castles, warcamps and the siege mechanics all fall into this category. If a guild shows up with overwhelming numbers, the defending side has a low chance of preventing the initiation (and in the case of castles, of not losing the territory).

GvG
Currently the dominant type of GvG is the 5v5. I would like plains territories to have bigger fights due to their nature. 10v10 or more would fit the “plains” category better.

Mountain Territories
The mechanics for these territories don’t exist. So this is what we need to come up with.

Initiation
The way I see this working out is with something I’d like to call mercenary warbands. A mercenary warband is basically just a different and more small guild friendly way of launching an attack.

A mercenary warband will offer their services to a guild every 24 hours. They will do this in either the cities or in smaller camps out on the map.

Only one guild can use the mercenary warband per cycle.

In order for a guild to win access to the mercenary band, players will have to participate in a tournament. Each guild can sign up one 5v5 team to participate in the tournament every hour. Once every hour, the competing teams are then matched against each other, so that the current “best” team will be matched against the current 2nd team. Teams 3 and 4 will fight against each other and so forth. The 5v5 takes place on an instanced map.

The winner of the match gets 1 point. The loser gets -1 point.

When the 24 hour cycle runs out, the guild with the most points will be declared the winner.

The winning guild has access to the mercenary warband and has to launch an attack within 12 hours. When this attack is launched, a new tournament starts for a new mercenary warband.

Mercenargy warbands can only launch attacks on mountain territories within a certain range. This is to prevent small guilds from being able to capture large swaths of lands by only using the mercenaries. If you want to hold large swaths of land, you have to have a map presence. Mountain territories are for small elitist guilds. For this reason, only a low number of territories are mountain territories. I’d say one in every 9 territories could be a mountain territory.

GvG
The GvG in mountain territories is the standard 5v5 type.
If the enemy used the proposed siege mechanics to initiate the GvG, then the defender gets +40 defender bonus.
If the enemy used my proposed mercenary warband mechanic to initiate the GvG, then the defender only gets +20 defender bonus.

Map Design
The map needs to be designed intelligently in accordance with this.
Most of the map is “plains”. Plains have 90% plains territories and only 10% mountain territories. In plains areas, maps have 4 exits most of the time, and generally there are fewer choke points.
Some smaller areas of the map could be mountainous. Mountainous areas are bigger areas of mountain territories with only a few plains scattered in between them. In mountain areas, maps have only 2 or 3 exits. And the map design provides numerous choke points.

Conclusion
I feel like adding mountain territories to the game would balance the entire “zerg vs small” dilemma. I would allow for zerg guilds to hold big swaths of land, while the smaller guilds can potentially hold a territory or two within that same area. If the map is designed in accordance, it can create an interesting game flow.

The mercenary warband mechanic can be revised. I feel, however, that adding this arena type of PvP to the game and making it very accessible will allow for a much broader audience to actually do GvG’s. As it is right now, I think that only a very small percentage of the player base will ever be able to experience a 5v5.

Let me know what you think. And more guides in UPAlbion.com.
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Albion Online - Study Crafting

6/2/2016

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Crafting is essential in Albion Online. And if you want to become a master in a certain crafting branch, you have to create items of that type to become more skillful. A lot of items. Some people go ahead and salvage their finished products to retrieve some of the invested resources. A large number, however, puts them on the market place in the hopes of finding a willing buyer. With so many people competing though, it has become sometimes quite difficult to sell off an apprentice’s goods. This led to a massive stockpile of low-end and mid-range goods on all the marketplaces in Albion with people undercutting each other, because they still have to practice their skills.

Study Crafting

With the update following after Cador, you will not have to drag a bundle of low-end maces halfway through town to try and sell them on the market or have them salvaged. Instead, you can just stay at that workstation and disassemble the final product. This way, you learn more about crafting items from this particular item group, meaning instead of gaining resources and Albion Online Silver from salvaging, you receive fame.

The amount of fame you receive is, of course, dependant on the type of item you disassemble. Additionally, the location you are in has an influence and can give you some bonus fame, very much like the resource bonus when crafting things – in short: the more dangerous the region you are in, the more bonus fame you receive. On top of that, you can invest crafting focus to receive even more bonus fame.

Here is a first very rough mockup of how it will get implemented (numbers and design are not final!):

To speed things up, you will even be able to disassemble multiple items at once – and those made by other crafters. After all, you can always learn from others, can’t you? And more guides in UPAlbion.com.
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About Albion Online Silver

5/30/2016

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Today, I want to talk about Albion Online Silver. Because silver values get so low for freshly spawned mobs and so high if they haven’t been killed in a while there is a big disadvantage for anyone who mostly plays during prime times. Playing extremely late night/early morning I can earn in 30 minutes what would take me many hours to make in the evening. One of the nice things about the last alpha was that there were a lot of dungeons that weren’t marked on the map so if you explored a zone well and learned where the hidden dungeons were you had a much better chance of finding mobs that hadn’t been killed recently. I haven’t found any dungeons like that in this alpha yet and the ones I knew about from the last alpha don’t exist in this one.

That’s alright though, I mean I can always trade or work the market to make albion online silver right? Maybe, but most of the markets are dead and even the most active aren’t active enough to make as much silver as you would running even a T3 dungeon in the early morning. The major issue limiting people’s use of the market is, as far as I can tell, that there is no real reason to trade on a large scale. Resources are pretty much available everywhere. A zone with T3 trees will have T3 of everything else. Even a zone with T7 trees will probably have up to T6 of everything else. There is no region in the game that is missing stone or metal almost entirely, forcing people to trade from the cities with an abundance to those with a lack. Combine that with the fact that you can’t really specialize in the gathering or refining of a specific resource to the point where you can bring your costs down and give yourself a market advantage and it takes away the need to trade completely. The crafting grind would drive trade in equipment but most guilds I’ve seen level up their craftsmen internally and have a non-market system for farming and producing gear for guild members.

I don’t think there’s any way you can fix things in this alpha since it’s all pretty core to the game right now but for the next one you should really look at changing resource distribution to drive trade between cities. Additionally there need to be jobs/services that can be done during peak hours unless you’re planning to have a map big enough to where each player or two online essentially has their own zone. I have no idea what this job could be other than farming and it’s looking like personal and guild islands dedicated to farming are sufficient for all but the smallest guilds to handle their food needs internally.

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Guide of Albion Online Laborers

5/26/2016

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Resources: UPAlbion.com.

Nice suggestions! This guide on Laborers that Sunarie put together is so good we had to share it outside the guild. We really hope this helps you make the most out of the game. 
 
We hope this guide to Laborers helps people who are into crafting, logisitics or simply making the most efficient use of your time in game. Here is the video in a great deal of detail and with a few extra tidbits as well

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Come Join the Albion Online Castle Fight

5/24/2016

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Official release: Starting from Monday, May 23, until Sunday, July 3, we are running a Castle Fight event in Albion Online!

The goal of the event is to get a hold of as many castles as possible at the checkpoints listed below. Each castle will grant your guild one point. The top three guilds at the end of each week will get their custom guild logo implemented in the game. Any guild who can get first place twice during the event will receive the logo exclusively for them to use!

Each week will start on Monday, 11:00 UTC, and end the next Monday, 11:00 UTC. The only exception is the last week, which will end on Sunday, July 3, at 20:00 UTC. That means there are two fewer checkpoints in the last week of the event!

Each day has four checkpoints:

02:00 UTC
08:00 UTC
14:00 UTC
20:00 UTC
As there are six castles in the game, a guild can get a maximum of six points per checkpoint. We will update the leaderboard regularly and announce the winners every Monday in our Community News section!

Conquer Castles in the next 6 weeks to have your own guild logo implemented in Albion Online!

More latest news click UPAlbion.com.

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Albion Online - Make Money From Auction House

5/23/2016

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How to make money? It’s undeniable that killing mobs is one of the most essential ways to make money in Albion Online. But these three guides below are going to teach you how to be filthy rich through trading.

Lesson One: Mounts

As soon as the game officially release, there’s going to be some commodities that everyone is going to be looking for. The first one should be mounts. Every player need mount since it’s an important factor in Albion gathering system. It helps player carry more items as well as increasing the travelling speed.

In the current beta testing, an ordinary horse is being sold on Auction House for at least 6,000 Albion Silver. And the amount can be even higher when after the official launch considering that there’s going to be much more demand than the current beta stage.

That’s lesson number one. If you want to make this your priority on making Albion silver, then you can go ahead and learn how to make mounts and go from there.
albion online ox tier

Lesson Two: Tier 3-4 Gear

Tier three, tier four armor, and tier four weapon are going to be the second things you should aim for if you are planning to make money through Auction House. These items are a must-have for all players, especially in an early game.

It really depends on what you want to do for yourself and your character’s build, but essentially everyone should be able to make their own tier for armor. And if you really want to capitalize on that, you could sell it on the market.

To increase the money we can make from selling weapon and armor, it’s a good idea to only focus on popular gear. At present, plate armor is the most popular armor among players. But this might be changed when the game is officially released.
tier system in albion

Lesson Three: Market

Remember that Auction House in Albion Online isn’t globally linked. This is why it’s essential to choose locations. There are three recommended places from our guide you should sell your items on the Auction House.

Smuggler’s Bay is going to be the market in Albion when the game comes out. A lot of people will be here making the trading market to be very busy. It is a good idea to travel and settle here as soon as the game is released.

The second and third locations are Freeport and Buccaneers Haven. These places are located in a very good location that will attract numerous numbers of players.


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New Albion Online World And Update Game on May 18

5/20/2016

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Coming on May 18, Darian contains everything that could be implemented before the large world update. Here is what you can expect to see next week:

# Morgana Faction Rework

Surface-dwelling Disciples have been rebalanced and reworked and will come with new group compositions and spells. Morgana’s dungeon crawlers have received a significant boost and an array of new spells and abilities, making high-tier PvE more interactive and challenging.

# Faction-themed Furniture: Morgana Mobcamp

Morgana mobs will have a chance of dropping rare Morgana-themed furniture pieces. These pieces are fashioned after Morgana mobcamps, ranging from simple standards to a full-blown siege ballista. If you are not interested in furniture, you will be able to salvage them for a fair amount of silver or sell them on the market.

# New Spells and Abilities

A total of 12 new weapons spells will be added to the game.
- Charge on Claymore (slot 3)
- Fearless Strike on Claymore (slot 3)
- Bloody Reap on Scythe (slot 3)
- Magma Sphere on Great Fire Staff (slot 3)
- Tackle on Great Hammer (slot 3)
- Black Hole on Great Arcane Staff (slot 3)
- Tornado on Double Bladed Staff (slot 3)
- Enfeeble Blades on Demonic Staff (slot 3)
- Salvation on Divine Staff (slot 3)
- Battle Frenzy on all Axe line items (slot 2)
- Sacred Pulse on all Holy Staff line items (slot 2)
- Sunder Shot on all Crossbow line items (slot 2)

# New Feature: Item Study

With this new feature, you will no longer need to salvage or sell unused items from crafting. Studying them instead grants you fame towards the same Destiny Board unlock that crafting the item would. Studying an item will destroy it and you can only study items that you are able to craft. You can also learn from other crafters’ works, but items need to be at full durability.

# Learning Point System Improvement

You will no longer need to gather the first portion of fame before being able to use Learning Points. Instead, you are now able to use them to advance to the next Mastery Level right away. However, the first 20% will cost eight times more Learning Points than the remaining 80%.

# Various Fixes and Improvements

A number of bugs and ongoing issues will be fixed, and localization of the game will be improved.

Thanks to Albion Online and its community kept growing, we rebuild this World. Mainly include a total of five biomes: Forest, Highland, Mountains, Steppe and Swamp. Each of these environments will have their own particular flora and fauna as well as specific resources linked to it. For example, you will have an easier time finding fiber in the swamps, while an abundance of rock can be found in the highlands.

At last, the video many of you have been waiting for is here! It is introduce a first glance at the New World, as well as a look behind the scenes and our creation process.

​Want to learn more, welcome click UPAlbion.com
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