GvG Mechanics

From Albion Online Wiki
(Redirected from GvG-Mechanics)
Jump to navigation Jump to search

This feature no longer exists.

Guild vs Guild Battles (GvG's) were instanced battles in which players fought to gain control over open-world Home Territories, Resource Territories or to gain ownership over one of the six cities on the Royal Continent.

With Queen Update they have been replaced with Open-World Territory Battles and Crystal League.

Old system

The matches are fought in a 5vs5 format except when competing for the ownership of cities, in this case, the format is 20vs20. The victor of a GvG battle is determined through a combination of capture points and killing the opposing team.

GvG battles are always fought with a full-loot ruleset. Black-zone GvG battles are considered one of the toughest challenges in all of Albion.

How to Initiate a GvG

To initiate a Guild vs Guild battle, an attack must first be launched from either a Siege Camp or a neighboring territory.

  • Launching an attack from a neighboring territory can be done at any time from the world map, if you have the correct permissions within your guild.
  • Launching an attack from a Siege Camp requires a player of the attacking guild to be at the Siege Camp, during the time frame when the Siege Camp is enabled. Clicking the Siege Camp-symbol on the world map will show you when it is possible to launch the next attack on a territory.

(?) Each territory has a GvG time frame as shown in the territory info box when clicking on the zone on the world map.

(?) GvG fights launched during the GvG time frame are scheduled for the next day at the first available slot.

If the attack is launch outside of the GvG time frame of the attacked territory, the attack is considered to be launched during the next time frame and will be scheduled the day after the next time frame.

If an attack was launched from a territory, there is a cooldown period and another attack can not be launched for the next 24 hours. (confirmed 24h or after/before next timeslot?)

GvG Costs

The basecost to launch a GvG costs is X.XX Silver (currently about 1.5m), but varies in price depending on the global discount.

There are ways to get back most of the attack cost:

  • 90% of the costs are reimbursed if at least 1 point is taken from the defending guild during the battle. This is done to prevent attacks without players showing up for the fight.
  • 5% of the attack cost goes to the winning team of the GvG battle.
  • If attacking team scores no points, 95% of the costs go to the defender and 5% is a silver sink.

Siege Camp

The timers of Siege Camps may vary depending on the GvG time frame of the zone, but an attack can be launched to the territory regardless (.. of what? they also auto pacify after an hour). See the information above about GvG time frames.

When launching an attack from a Siege Camp, you may use the battle vault to store your items for the GvG battle (see below for more information about battle vaults).

See the Siege Camp article for more information.

Picking Gear For a GvG Fight

During a GvG battle, guilds can only bring a limited amount of weapons and armor. The gear that is used during the gear must be prepared prior to the GvG and must be stored in the correct battle vault to be usable during a fight, in case one member of the team dies and loses his items due to the full-loot rule set.

It is advisable to organize the gear you are going to use during a GvG beforehand, this means, for example, picking the right spells or splitting stacks of buff-food or potions beforehand, so that during the heat of battle you are not distracted by inventory management and can just right-click equip your gear.

Each home-territory and each resource territory has their own, unique battle-chest and your team must place their gear in the correct territory or Siege Camp (the one you’re attacking from) to be usable during the GvG.


Siphoned energy can be placed into the chest as well.

Item Power Restrictions

GvG's on the Royal Continent are item power soft-capped, similar to yellow zones.

During yellow and red zone GvGs item power above 800 is reduced by 80% on the Royal Continent.


  • 1000 IP -> 840 IP
  • 1300 IP -> 900 IP

Scaling item power caps are also in effect in GvGs that take place in the Low-Outlands and Mid-Outlands.

The IP caps are as follows:

  • Anglia & Glouvia (Low-Outlands): 50% scaling above 1000 IP (for example, 1500 IP becomes 1250 effective IP)
  • Cumbria & Siluria (Mid-Outlands): 50% scaling above 1200 IP (for example, 1500 IP becomes 1350 effective IP)

How to Join a GvG

If you are a member of the guild that is launching the attack, you can join a GvG by opening the guild menu ('G' per default), choosing the GvG you want to join and then click join. If you have the rights to invite your guild members to a GvG (see guild rights system) you can invite your team members or members of your alliance (?). Guild members with the permission (x?) can also kick players from a GvG.

Once the GvG starts (you’ll see a warning) everyone who signed up to the GvG will be teleported to the battle. Players fighting in the GvG battle must be in the correct zone when the GvG starts to be teleported. It is possible to zone in later as well (?).

  • if you’re attacking you can either be in the attacking zone or the defending zone
  • if you’re defending you must be in in the defending territory

GvG Fight Mechanics & Rule Set

Guild vs Guild fights have different rule sets, depending on the type of territory you’re fighting over.

The general rule set for a resource territory GvG battle are as follows:


  • Each team starts with 150 points. Teams can only lose points, but not gain points.
  • The first team at 0 loses the GvG fight.
  • There are 3 capture points (stones) on the map. At the start of the match, these are unclaimed.
  • Claiming a stone removes 1 point for the other team.
  • Every minute of the fight, the team with fewer stones will lose points - depending on the capture difference of stones captured
    • If your team has fewer stones captured than your opponents you will lose 10 points every minute.
    • If the enemy holds two stones and you hold none you will only lose 10 points, not 20 points.
    • If the opposing team has captured all three stones, you will lose 20 points every minute.
    • If a player dies, 4 points will be deducted from his team's score.


  • At the beginning of a GvG, there is a 30-second timer, during which both teams are locked to their tent area to prepare and get ready.
  • A GvG fight can last for a maximum of 25 minutes. If no team has won at the end, the defender team wins.
  • When killed, a player must wait a certain time to respawn. This respawn time will grow longer as the GvG fight progresses.


  • Players within the range of their tents are immune to damage and CC and regenerate a 20hp per second.
  • Enemies that come to close to the tent will be hit by a high damage beam to prevent tent-diving.

Special ruleset for City GvG (20v20):

  • Cities have 5 stones
  • Both teams start with 200 points
  • Kills during city fights are only worth 1 point
  • Having 1 more stone than your opponent will score 20 points
  • Having 3 more stones than your opponent will score 40 points
  • Having 5 more stones than your opponent will score 60 points
  • Scoring only happens every 2 minutes

Counter Attacks & Retaliate Mechanics

When a territory is attacked and the defending team successfully defends against the attack - they may choose different options depending on the outcome:

  • Counterattack: If the defending team wins with 100 points or more, the game triggers a counter-attack on the attacking territory 30 mins after the start of the initial GvG. Counter attacks happen outside of GvG slot times.
  • Retaliate: when the defending team lose a territory but own a neighboring territory (or a Siege Camp still available on the same map), they can launch a retaliate within 30 minutes of the ending of the GvG.
    • Retaliates happen at the next slot available (what slot post S7?), unless done within 10 minutes of the full hour, then it goes to the next slot. For example, retaliating at 19:55 puts the GvG at 21:00.

GvG Lockout System

Getting locked:

  • When a player fights in a GvG, unless he wins a defensive GvG with 150 points, his character is locked for exactly 24 hours on the territory on which he used the battle vault. (war camps count as a separate territory adjacent to the territory in the zone they are in)
  • For City GvGs the lockout happens if the defender points reach 195 or below.
  • Automatic counter-attacks do not reset the lockout timer (Wrong, each GvG counts as a separate lock, as does the counter) [confirmation needed]
  • Retaliates reset the lockout timer. (Same as above, nothing gets reset it simply adds another lock. So at that instance you will be locked at several instances, this becomes relevant if you GvG in multiple zones next to each other in the same day)[confirmation needed]

Lock effect:

  • For 24 hours, your character character can only defend this territory or an adjacent one, and/or attack from this territory or an adjacent one.
  • Adjacent territories are connected with a white line on the world map. Select All in the second drop-down menu in the upper right corner of your screen while viewing the world map.
  • The lockout lasts 24 hours and not 23 hours 59 minutes. For example, If you play a GvG at 20:00 on Monday, you cannot join a GvG starting at 20:00 on Tuesday unless territories are adjacent.

Ways to Train for GvGs

  • Arenas
    • Item power soft-capped at 800 IP
    • No risk of losing gear
    • Can queue solo or as a group (up to 5)
  • 5v5 Hellgates:
    • IP above 1000 reduced by 50%
    • Get very good fame (350k if you kill all bosses), and decent loot at the end from the middle boss
    • Train 5v5 with real consequences
    • Many of the 5v5 comps run in HG's are different then what is run in GvG at this moment
  • GvG Training Battles (Scrims)
  • Crystal GvG
    • IP above 1000 reduced by 50%
    • Train 5v5 with real consequences
    • Requires a territory to participate

GvG Seasons

Guilds can compete in GvG Seasons, that last around 3 months and since Season 4 award special rewards for the top-ranked guilds. The details about the previous GvG Seasons can be found here:

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
21 November 2022Beyond the Veil UpdateDiminishing Returns have been reworked for knockbacks and knocking enemies into the air, to prevent players being stun-locked by repeated knock-ups:
  • Knocking enemies into the air is now affected by Diminishing Returns
  • Knocking enemies into the air now counts as knockback for DR, with individual adjustments applied to various abilities
  • Knockback DR Factor: 0.04 → 0.08
  • Knockback DR Time: 15s → 10s
2 March 2022Lands Awakened Patch 6Previously, immunity to certain debuffs was set up such that triggered effects intended to ignore immunity did not. This has been reworked to allow certain unique systems to overlook immunity. Examples:
  • When using a portal invisibility shrine after being force-dismounted, the immunity to Silence was canceling the Silence aspect of the shrine. Since shrines are triggered by the player, the Silence effect now ignores the immunity.
  • When the Smart Cluster Queue activated after a forced dismount, the Stun effect of being moved to a different zone was ignored. The Smart Cluster Queue Stun effect now always applies to players moved via this system.
2 March 2022Lands Awakened Patch 6Hostile Dismount status now prevents looting of killed hostile players. Additionally, players must now dismount before looting a killed player. This change was made for two reasons:
  • To require a greater commitment to potential PvP while looting in combat situations, bringing greater risk to a previously easy reward
  • To prevent players from accidentally losing their shield bubble when clicking on a corpse, which is often used to bait less experienced players into being easily attackable
28 July 2021Call to Arms Patch 9
  • Zones must still be overcrowded for a minimum duration before they can be skipped, which resets regularly
  • However, if the zone becomes uncrowded for a brief time it no longer resets the counter
  • Also reduced personal cooldown for zone skipping: 125s → 60s
  • Overall, this should reduce wait times for zone skipping
  • 17 March 2021Call to Arms Update
    • Players can no longer be debuffed to the point where Healing Output is entirely nullified:
      • Minimum Value of Healing Received Bonus: -70%
      • Minimum Value of Healing Cast Bonus: -70%
    17 March 2021Call to Arms Update
    • Instanced areas (i.e. Hideouts) and tunnel zones are now included in the queue functionality, meaning players can now skip overcrowded zones outside their Hideouts and can skip into tunnel zones
    • Cluster Skipping is now possible when relogging into an overcrowded cluster
    • The Smart Cluster Queue now also activates in all Royal Continent zones:
      • This change makes large-scale Faction Warfare battles possible on the Royal Continent
      • Each Faction counts as its own contingent
      • Cluster Access Priority settings do NOT impact Faction-flagged players
      • The queue assigns at least 50 spots per Faction, even if they are vastly outnumbered
      • 50 spots are also reserved for non-Faction-flagged players, to prevent Faction players from completely blocking zones for other players
    • Improved the UI for cluster skipping:
      • Now all available zones are immediately selectable
      • Opening the world map will no longer cancel cluster selection
      • The cluster selection screen now provides more info about the cluster:
        • Tier and danger level (i.e. red or yellow) of the target cluster
        • Distance to the selected cluster (i.e. how many zones will be jumped)
    2 February 2021Rise of Avalon Patch 13 (Balance Patch)Consumable items that commonly collect in large stacks can now be used in a single click via the new Use All Button in the item UI.
    • Stacks of Silver Bags will be consumed instantly and grant you the full amount of Silver
    • Tomes of Insight and chests use a channeled spell, meaning the items are still consumed individually and the channel can be canceled at any point.
    • The following items now have a "Use All" option:
      • All Silver Bags
      • All Tomes of Insight
      • All Reward Chests (will display an additional window showing accumulated loot): Adventurer's Challenge Chests, Crystal League Chests, etc.
    13 January 2021Rise of Avalon Patch 12Smart Cluster Queue
    • Updated deactivation conditions: the queue can now be deactivated in the middle of an update cycle if player numbers allow
    • Players will no longer be able to skip overcrowded clusters within the first 2 minutes of queue activation
    10 December 2020Rise of Avalon Patch 11
  • Skip Overcrowded Cluster Cooldown: 30s → 125s
  • 16 November 2020Rise of Avalon Patch 9
    • AoE Escalation:
      • 2 Targets = 8% → 5%
      • 3 Targets = 16% → 10%
      • 4 Targets = 24% → 15%
      • 5 Targets = 32% → 20%
      • 6 Targets = 40% → 25%
      • 7 Targets = 40% → 30%
      • 8 Targets = 40% → 35%
      • 9+ Targets: remains at 40%
    21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1The following changes give players more control over how they set up armies for the queue. Player sorting is now done on a per-party level, meaning the system will attempt to keep existing parties together:
    • Party leaders can now assign a Party Cluster Access Priority for their party as well as for individual members in the Cluster Access Priority UI (accessed via the party leader's player context menu)
    • Priority Access determines the order in which parties will enter an overcrowded cluster
    • This gives alliances more control over which forces are moved into the cluster and keeps party structures intact
    • The Preferred Cluster Access Guild Right has been removed
    • The queue now moves players from a single contingent either in or out during a given cycle, so players of the same contingent no longer replace each other
    21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1
  • AoE Escalation:
    • Escalation now increases by 8% for each additional target hit and caps at 40% extra damage:
      • 2 Targets hit = 8%
      • 3 Targets hit = 16%
      • 4 Targets hit = 24%
      • 5 Targets hit = 32%
      • 6+ Targets hit = 40%
  • 21 October 2020Rise of Avalon Patch 7 / Brimstone & Mist Midseason Update and Hotfix 7.1New Disarray parameters ensure the ZvZ meta plays out in a similar way across a wide range of fight sizes, while still offering smaller groups protection from large armies:
    • Disarray is no longer a flat debuff
    • Instead, it reduces damage output and CC Duration when attacking targets with a lower Disarray level
    • Against targets with the same or higher Disarray level, Disarray has no impact on your stats
    • Damage reduction depends on the difference of Disarray levels between attacker and target - the higher the difference, the greater the effect
    • Increased Disarray player cap; debuff now caps at Level 50 for 450 players
    27 August 2020Rise of Avalon Patch 2Disarray (zerg debuff) curve is flattened further and now hard caps at 30% (150 or more players). Example values:
    • 50 Players: Disarray Strength 18%
    • 100 Players: Disarray Strength 28%
    • 150 Players: Disarray Strength: 30% (hard cap)
    12 August 2020Rise of Avalon Update and Hotfix 1, 2
  • AoE Escalation max bonus: 100% → 70%
  • Maximum Ability Damage Increase from buffs: +150% → +100%
  • 22 June 2020Queen Patch 14 and Hotfix 14.1, 14.2, 14.3Healing Sickness (2 sources of Healing)
    • The penalty for receiving Healing from 2 sources has been increased:
      • Reduction in Healing Received: 30% → 35.3%
    4 June 2020Queen Patch 13 and Hotfix 13.1Players waiting to enter a cluster via the Smart Cluster Queue now also add to the total Disarray headcount in the cluster for which they are queueing. For example:
    • Alliance X has 100 players in Cluster A
    • Alliance X also has 80 players in Cluster B, 50 of whom are waiting to enter Cluster A via the Smart Cluster Queue
    • All Alliance X players in Cluster A would receive a Disarray debuff based on 150 players (100 in cluster + 50 in queue)
    • All Alliance X players in Cluster B would receive a Disarray debuff based only on the 80 players in the cluster
    4 June 2020Queen Patch 13 and Hotfix 13.1Additionally, the effects of Disarray, AKA the zerg debuff, no longer accelerate as quickly with higher player numbers. The new debuff thresholds can be seen in the chart below.

    As a reminder, the following 3 attributes are affected by the debuff:

    • Bonus Damage vs. Players
    • CC Duration vs. Players
    • Received Healing
    5 May 2020Queen Patch 11 (Season 9 Patch) and Hotfixes 11.1, 11.2, 11.3
  • Item durability loss now scales based on the number of players who attacked the victim. This change will only apply in areas where player vs player combat is lethal, and does not apply in the following cases:
    • When all players involved in the kill are faction flagged
    • During Crystal League Battles
    • In Hellgates
  • The chart below shows the increase in durability loss per additional attacker. (Note: items with durability loss are not destroyed, but are also not usable until they are repaired.)
  • 5 May 2020Queen Patch 11 (Season 9 Patch) and Hotfixes 11.1, 11.2, 11.3The following adjustments affect guilds and alliances that own 10 or more territories in the first case, and 20 or more in the second.

    Siphoned Energy Drain:

    The penalty still starts at 10 Territories, but now increases in increments of 3%:

    • 10 Territories - 3% less total Siphoned Energy
    • 11 Territories - 6% less total Siphoned Energy
    • 12 Territories - 9% less total Siphoned Energy, etc.

    Fame and Silver Penalty:

    The penalty now starts at 20 Territories and increases by 1% per additional territory:

    • 20 Territories - 1% reduction in Silver and Fame earned from open-world PvE and activities
    • 21 Territories - 2% Penalty
    • 22 Territories - 3% Penalty, etc.
    11 March 2020Queen Patch 7
  • All players within an alliance will receive reduced Silver and Fame income if the alliance holds 10 or more territories (excluding Castles and Castle Outposts)
  • This also applies to players in guilds without an alliance, if their guild holds 10 or more territories
  • This penalty applies to all Fame gained from gathering and PvE and all Silver gained from mob drops and downed players
  • This penalty starts at 1% with the 10th territory and increases by 1% per additional territory
  • 11 March 2020Queen Patch 7Following up on the community’s feedback, we have reworked the loot in randomized dungeon chests according to the following principles:
    • T6 chests have been largely reverted to the status that they had on Queen’s launch as these chests were very popular with the player base.
    • We have used the old T6 chest balancing as a baseline and set up T7 and T8 chests as strictly better versions of them.
    • T7 chests no longer contain T4 loot and have higher drop chances for T7 and T8 loot than T6 chests
    • T8 chests no longer contain T4 and T5 loot, and have much higher drop chances for T7 and T8 loot than T6 chests.
    We hope that these changes will significantly improve the loot experience in the game.
    4 March 2020Queen Patch 6
    • Patch 5 introduced a 3-day cooldown for leaving and rejoining the same alliance. (This existed alongside the 7-day cooldown on joining a new alliance that was already in the game.)
    • With today's patch, the duration of this cooldown has been updated:
      • Alliance Rejoin Cooldown: 3 Days → 7 Days
    4 March 2020Queen Patch 6Items without a durability stat will no longer be destroyed upon knockdown.

    Previously, the following behavior occurred:

    • Items with durability: 5% durability loss
    • Items without durability: 10% destruction chance

    After Patch 6:

    • Items with durability: 5% durability loss (no change)
    • Items without durability: immune to destruction

    This change is intended to help introduce newer players to combat without item loss (i.e. in yellow zones), and to avoid situations where players were confused about what happened to items. It should also improve the overall loot experience in Elite Dungeons, where a large percent of loot was previously destroyed by being knocked down repeatedly.

    Item destruction rate and durability loss rate upon death (killed by another player, suicide, etc.) are not affected by this change.
    4 March 2020Queen Patch 6Introduced a feature that will delay players from leaving a Hideout set as "Home" after respawning there multiple times. The effect has a 10-minute cooldown, meaning after 10 minutes without dying and respawning in a Hideout the counter returns to zero.

    Time penalties:

    • First Respawn: no penalty
    • Second Respawn: 30 seconds
    • Third Respawn: 60 seconds
    • Fourth Respawn: 120 seconds
    • Fifth Respawn or more: 240 seconds
    This is intended to prevent overuse of repeated-suicide defense strategies when defending Hideouts.
    26 February 2020Queen Patch 5
    • Minimum Item Power: 800 → 700
    • This reduces the Smart Cluster Queue's emphasis on high IP gear
    12 February 2020Queen Patch 3Items and Silver gained are now tracked separately in the combat log:
    • "Loot" channel now only displays items when picked up
    • New "Silver" channel created
    • Both can be enabled or disabled as desired
    20 January 2020Queen UpdateItem Power progression has been streamlined and simplified, and now increases in a linear manner. More details: https://forum.albiononline.com/index.php/Thread/121085

    In addition, Mastery Modifiers have been added to the Mastery Bonuses of high-tier equipment:

    • 5% on all T5 items
    • 10% on all T6 items
    • 15% on all T7 items
    • 20% on all T8 items

    This bonus applies to all Armors, Weapons, and Offhands, and includes IP bonuses from basic Specializations as well as advanced Masteries. Enchanted gear will be calculated at the level of its base tier, i.e. T5.0 through T5.3 all receive the same 5% bonus.

    Sample case: if you get an additional 100 IP from your Destiny Board Masteries for swords, using a Tier 6.2 Sword will give you a 10% additional boost to that Mastery bonus, for a total bonus of 110 IP.
    20 January 2020Queen Update
    • Adding resources to buildings during construction/repair/upgrading is now 5x faster and you can add up to 999 resources in one action (previously 30)
    • Cost of overcharge has increased from 1 Siphoned Energy to 10 to make overcharging a less clear choice on low-tier items
    • Global discount reference rate adjusted to match current gold market economy
    • Zerg debuff ("Disarray") no longer applies in red and yellow zones
    • The number of fragments needed to enchant items has been doubled as enchanting with fragments was too cheap and undermined crafting with enchanted resources
    • Trash icon updated for better visibility while looting
    • Changed main tutorial area name from "Hideout" to "Cove" to avoid confusion with the new Hideout feature
    • Changed Marketplace category for several items:
      • Dungeon Maps: Consumables/Maps
      • Chopped Fish: Products/Cooked
      • Undead, Keeper, and Morgana Mount Upgrades: Materials/Other
      • Avalonian and Siphoned Energy: Materials/Other
    20 January 2020Queen Update
    • Healing Sickness:
      • Healing Received Reduction (2 Healers): 25.9% → 30%
      • Debuff Duration (2 or more Healers): 5s → 8s
    29 November 2019Percival Patch 11
    • Healing Sickness Debuff duration: 2s → 5s
    13 November 2019Percival Patch 10
    • Alliance Point Sharing, which distributes a percentage of Season Points to all guilds in an alliance. As part of this new system, the Alliance Change Cooldown has been increased to 7 days (previously 2 days) and Guild Logs now include an "Alliance Log" tab detailing Season Points scored by each guild in the alliance.
    13 November 2019Percival Patch 10With the new standalone season starting today, two new systems will be in place:
    • A new zerg debuff, "Disarray", which reduces the effectiveness of allied groups larger than a certain size.
    18 September 2019Percival Patch 5 (Midseason Patch)
  • Self-Healing Sickness:
    • Healers who heal themselves constantly will now be inflicted with a Self-Healing Sickness debuff, which reduces all incoming healing by 25%
    • Self-Healing Sickness is not triggered if the Healer heals any other target with a Q ability, and thus should only impact solo Healers
  • 31 July 2019Percival Patch 2 and Hotfix 2.1Loot Table Updates
    • Castle chests can now drop Level 1 Artifacts
    • Treasure sites (chests/lockers) can now drop Level 2 and 3 Artifacts
    31 July 2019Percival Patch 2 and Hotfix 2.1Access Rights
    • Alliance members can now be given similar access rights to chests, islands, etc. as guild members
    • Access rights can now be copy-pasted from one object to another
    • "Withdrawal from Account" rights have been split as follows:
      • Withdrawal from Silver Account
      • Withdrawal from Energy Account
    • "Attack Territory" rights have been split as follows:
      • Attack Territory
      • Pacify Warcamp (new)
    • "Manage Banks" rights have been split as follows:
      • Manage Banks
      • View Chest Logs (new)
    • Co-Owners of Banks tabs can now view the tab's logs
    10 July 2019Percival UpdateCrystal and City GvG Changes

    Crystal Realm GvGs are now available between seasons. These between-season fights do not generate season points, but still offer loot and rewards.

    The threshold for which money invested in 20v20 city GvGs is returned has been adjusted from 149 points to 195 points. Since points are scored on a subtractive basis, this means that attackers now need to score fewer points to get their Silver back. Additionally, match length for city GvGs has been increased from 25 minutes to 30 minutes.

    City GvGs have been added to the practice GvG "scrims" available. To initiate a practice city fight, one party of 20 must invite another party of 20 using the regular chat commands (see here for more info). The new map name is "city".
    10 July 2019Percival Update
    • Disabled furniture placement on entrances to random dungeons, as well as some small dungeon entrances that were missed with the last patch
    10 April 2019Oberon Patch 2 / Free-to-Play LaunchAs of April 10, Albion Online will be entirely free to download and play. Existing players can continue playing as normal, while new players can create an account and play the game without purchasing a pack. The Premium system continues unchanged, and Premium status can still be purchased with either real-world money or ingame currency.
    10 April 2019Oberon Patch 2 / Free-to-Play LaunchRespawn Changes
    • The ability to respawn "in nearest city" is replaced with an ability to respawn "in last visited city"
    • The ability to respawn "at nearest territory" is removed, but you can set any territory tower as a home
    • You can still respawn at a home, however you will lose your home binding when you choose to respawn in "last visited city"

    Special Island Move

    • During a special transition period of one month, you will be able to move your personal and guild islands to a city of your choice
    • Each island may only be moved a single time, and the move is wasted if not used during this transition period
    • Islands created after the patch goes live CANNOT be moved - this only applies to islands created before the patch
    10 April 2019Oberon Patch 2 / Free-to-Play Launch
  • With the launch of free-to-play, the global Silver discount has been adjusted based on a Silver-to-Gold ratio of 2000:1, which allows for lower Silver prices for actions like repairing, buying islands and seeds, re-spec, etc.
  • The "fade to red" effect when health approaches zero has been reduced, giving players a better chance of staying alive at low health
  • All visual quality settings/presets now have "Show Effects" set to "All" by default
  • Premium and Gold stats now appear on the Character Selection screen
  • Changes to dungeon immunity:
    • You cannot get a new "bubble" (immunity to damage and other effects) in dungeons within 60 seconds of last receiving the buff
    • Dungeon immunity duration: 10s → 15s
  • The Undead Knight's spell indication should now be easier to read
  • Reward for "Not a Small Fish" tutorial quest was reduced from 2 Adept's Royal Sigils to 1 Adept's Royal Sigil
  • Tier 7 Earth Elementals found in Randomized Dungeons now only have up to two charges of T7 Stone
  • 20 March 2019Oberon Update - Oberon Update Hotfix #1, #2, and #3Player Execution
    • Cast Time: 1s → 1.5s
    • Taking damage now cancels this cast
    • You can no longer execute players while silenced
    20 February 2019Nimue Balance Patch (Patch #7)General Balance Changes
    • Base Max Hitpoints: 1000 → 1200 (bonus HP from melee weapons remains unchanged)
      • This increases the general Hitpoint pool by 20%
    • Base Max Energy: 100 → 120
      • This increases the general Energy pool by 20%
    • Base Movement Speed: 4.8 m/s → 5.5 m/s
    • In-Combat Duration: 30s → 20s
    • Cap for Auto Attack Max Damage Increase: 200% → 300%
    20 June 2018Lancelot Patch #9
  • Cleansing any CC effect now grants a 1-second CC immunity
  • 20 June 2018Lancelot Patch #9
    • Added soft item power cap to red zone GvGs (Item Power of 800 / Scaling Factor is 0.2, meaning everything above IP 800 will be scaled down to 20% of its normal power)
    • To prevent furniture from being used as a blockade during GvGs, outdoor furniture is now hidden during GvG matches, and new furniture cannot be placed during matches
    25 May 2018Lancelot Patch #7
    • Group Fame bonuses now display in the combat log and floating popup messages. Fame earned now displays as follows: total fame gained displays first, followed by a breakdown of modifiers in brackets (zone type bonus, group bonus, and Premium bonus). As always, the following group bonuses apply to Fame earned:
      • Party of 2: no bonus
      • Party of 3: 17% Fame bonus
      • Party of 4: 33% Fame bonus
      • Party of 5-20: 40% Fame bonus
    2 May 2018Lancelot Midseason PatchHalved the respawn speed of Siphoning Mages (but doubled their drop value) to make mage raiding more attractive compared to other activities.

    The GvG buff for owning mages prior to a GvG has been removed for both attackers and defenders.

    Activation times of siege camps now occur twice per day, with half the camps activated at 3:00 UTC and the other half at 18:00 UTC.
    6 December 2017Kay Update
    • Reworked Diminishing Returns:
      • Every crowd control effect now has its own Diminishing Return, i.e. stuns only diminish the duration of subsequent stuns, silence only of silences, etc.
      • With this change, slows will trigger Diminishing Returns again.
    • Channeled Movement abilities can now be cancelled by pressing the button again. (i.e. Whirlwind, Hurricane, Block, Focused Run can be manually cancelled)