Laborer

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General Information

Laborers are NPCs that can be hired from a House or Guild Hall to perform various tasks. Each labor hired from a guild hall costs 1000 Silver. Hiring laborers this way will always yield a tier 2 laborer. For higher tier laborers you must send them on jobs to increase their fame, or purchase them from the market.

Once hired, the laborer will occupy space in the house and require furniture and trophies to keep him or her happy. After a 30min "settling in" wait after placing the laborer, they will be able to take jobs. Players can purchase journals from a laborer regardless of how recently they were placed.

You can move Laborers around in your house or Guild Hall with a small temporary reduction in happiness. You may also pick up your Laborer and turn them into a Laborer contract and carry them into a different building or you may sell on the Market

Laborer returns must be picked up within 7 days or they will be automatically removed and cannot be recovered

Journals

  • Laborers cannot take a journal higher than the tier of the Laborer
  • Players can purchase a journal from their laborer for varying amounts of silver depending on the journal tier at any time.
  • Empty journals are available directly from the Laborer or the Market Place. Full journals may also be purchased from the Market Place.
  • Laborers will only accept full journals to start jobs
  • When you perform the task of your laborer type carrying a journal in your inventory, it will fill up. Once full you can then hand the journal back to the laborer and he or she will complete the same task over a period of 22 hours. You can hire more than one laborer per house, but you will need additional beds, furniture, and trophies to ensure that they are all happy.
  • The Tier of journal will influence the resources or trophies returned

For more information on journals see: Journal

Happiness and Yield

Happiness effects the return rates or job yields of laborers. The higher the happiness the higher the yield will be. To fill happiness laborers require one bed each, at least one table in their house, and optionally several trophies of their type or general type to increase happiness further. For example, three T5 laborers in a T5 house will all have their base happiness maxed if there are 3 T5 beds, and 1 T5 table. From there, additional trophies are required to keep them happy. Once their needs are fulfilled, over time the laborer will generate happiness. If their needs are not fulfilled, they will slowly lose happiness over time.

  • Yield has a max capacity of 150% which depends on the tier of the journal used as well as happiness of laborer
  • Laborers Base happiness is 100 times their tier (see table below)
  • The minimum happiness is required to even take jobs from journals to get enough yield to go on the job
  • The minimum quota of happiness is fulfilled by having beds and tables of the same tier or higher than the Laborer
    • Example: Tier 2 laborer will be at minimum quota with 1 bed and 1 table each of T2 or higher (higher tiers don't benefit more)
  • The laborer meets its cap by having beds and tables of the same tier or higher. Lower Tier will only partially fill their happiness.
  • Laborers with higher happiness grant additional yield. This is accomplished through trophies.
    • Each general trophy grants 5 happiness to each laborer
    • Trophies of the same type AND tier do not stack, but additional tiers do.
    • If a trophy is the same type as the laborer, they will be given 10 happiness per trophy.
    • Anything above that value give an additional 0.5% to the yield, up to a 50% bonus
    • Examples:
      • 740 happiness would give a Tier 7 laborer a 120% yield
      • 840 happiness would give a Tier 8 laborer a 120% yield
Base Yield of Base Happiness by Tier
Laborer Tier Base Happiness T2 Yield T3 Yield T4 Yield T5 Yield T6 Yield T7 Yield T8 Yield
2 200 100% N/A N/A N/A N/A N/A N/A
3 300 150% 100% N/A N/A N/A N/A N/A
4 400 150% 150% 100% N/A N/A N/A N/A
5 500 150% 150% 150% 100% N/A N/A N/A
6 600 150% 150% 150% 150% 100% N/A N/A
7 700 150% 150% 150% 150% 150% 100% N/A
8 800 150% 150% 150% 150% 150% 150% 100%

Formula for Yield

[math]\displaystyle{ Yield=Min (150, ( Happiness / 2) ) }[/math]

Optimal Happiness

The following is an example of the optimal happiness for each tier of laborer, given they are in the same tier house. Additional upgrades to the house or Guild Hall is required to further their happiness through additional furniture slots.

  • T2 Laborer in T2 house:
    • 1 Bed T2 or higher
    • 1 Table T2 or higher
    • 3 T2 trophies with one being their corresponding job type
      • For example for a prospector would get the best happiness from, a Copper Ore Sample, and a Adventurer's Handbook. Resulting in 15 additional happiness. To further happiness you must increase the tier of house to add more tiered trophies.

Types

In addition to the listed job Yields, all laborers can also yield trophies for the specific role as well as general trophies granted they are given the corresponding trophy journal when sent on a job.

Type laborer Corresponding Journal Tasks Job Yields
Gathering Lumberjack gathering Wood from trees wood logs
Stonecutter gathering Stone from rocks stones
Prospector gathering Ore from mines ores
Cropper gathering Fiber from plants fiber
Gamekeeper skinning hide from animals hide
Fisherman catching Fish from water fish
Crafting Blacksmith crafting at a Warrior's Forge Metal Bars, Planks, Cloth
Fletcher crafting at a Hunter's Lodge Leather, Metal Bars, Planks
Imbuer crafting at a Mage's Tower cloth, Planks, Metal Bars
Tinker crafting at a Toolmaker Planks
Battle Mercenary slay monsters that drop Silver Silver

Profiting from laborers

Laborers are great passive source of income. There are a few ways you can profit from them but you must check current market prices before doing so. These methods are:

  • Buying and reselling journals
  • Filling and selling journals
  • Sending them on jobs to sell their corresponding job yield (Ore, Wood, Silver, etc.)
  • Sending them on jobs to collect their job yield to use for other profitable activities such as crafting or refining.
  • Sending them on jobs to upgrade their tier over time, and eventually picking them up to sell their laborer contract on the market.

Upgrading Laborers

Laborers will acquire fame after each job completed. The fame returned depends the journal type and tier, as well as the yield of their job at the time of being sent out. The yield is in turn affected by happiness of the laborer.

Fame awarded per journal based on 100% yield
Tier Normal Gathering/Crafting Journals Trophy General Journals Trophy Gathering/Crafting Journals Normal Mercenary Journals Trophy Mercenary Journals
2 76 76 180 282 847
3 120 120 360 434 1303
4 240 240 720 653 1969
5 480 480 1440 874 2621
6 960 960 2880 1171 3514
7 1920 1920 5760 1594 4781
8 3840 3840 11520 2160 6480

*Higher happiness will result and higher yield and therefore higher fame return. Same is true vice versa. For example gathering journal T2 will yield 125 fame at 260 happiness

Fame required to upgrade by tier
Tier Gathering Fame Needed Mercenary Fame Needed
2 75 260
3 260
4
5
6 12480
7
8 N/A

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
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
26 January 2022Lands Awakened Patch 4
  • Fixed an issue where Laborers could not be moved within buildings
  • Laborers can now be placed in houses in Outlands towns
  • 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
    • 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 7.1
    • 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
    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
    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%
  • 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
    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
    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.
    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.)
  • 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 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.
    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 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
    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 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 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.
    30 October 2019Percival Patch 9Laborers can now be converted into Laborer Contracts. This allows laborers to be moved between buildings and zones, as well as to be bought and sold via the Marketplace. NOTE: contracts will allow you to move, sell or trade the laborer at its current tier, but converting a laborer into a contract will cause it to lose its progress toward the next tier, as well as any journals in progress and unclaimed resources.
    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
    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
    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 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
    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 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.
    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%
    5 December 2018Nimue Patch #2
  • Laborers who mysteriously took on new identities during the Nimue update (such as Petronilla Boger, Elder Blacksmith) have had their original names restored, and laborer names should now remain consistent
  • 20 June 2018Lancelot Patch #9
    • Cleansing any CC effect now grants a 1-second CC immunity
    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
    29 March 2018Lancelot Hotfix #3
    • Fixed a rare issue where Laborer rewards would disappear when the Laborer UI was opened prior to server maintenance
    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)