Mace

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General Information

Maces are Warrior weapons focused on disruption through Snares,Silences and purges, and have some options for greater mobility than other disruption-focused weapons like Hammers. Mace are unlocked by the Mace Fighter node on the Destiny Board.


Mace Families

There are seven "mace families" represented by the seven specialization nodes on the Destiny Board. To unlock all of these families, the player must attain at least Tier 4 mace fighter. This will unlock the ability to then also level up specializations. The seven mace families are:

Mace Weapon Families

Mace Types

Icon Name Tier Item Power
Journeyman's Mace 3 500
Adept's Mace 4 700
Adept's Heavy Mace 4 700
Adept's Morning Star 4 700
Adept's Bedrock Mace 4 725
Adept's Incubus Mace 4 750
Adept's Camlann Mace 4 775
Adept's Oathkeepers 4 800
Expert's Mace 5 800
Expert's Heavy Mace 5 800
Expert's Morning Star 5 800
Expert's Bedrock Mace 5 825
Expert's Incubus Mace 5 850
Expert's Camlann Mace 5 875
Expert's Oathkeepers 5 900
Master's Mace 6 900
Master's Heavy Mace 6 900
Master's Morning Star 6 900
Master's Bedrock Mace 6 925
Master's Incubus Mace 6 950
Master's Camlann Mace 6 975
Master's Oathkeepers 6 1,000
Grandmaster's Morning Star 7 1,000
Grandmaster's Mace 7 1,000
Grandmaster's Heavy Mace 7 1,000
Grandmaster's Bedrock Mace 7 1,025
Grandmaster's Incubus Mace 7 1,050
Grandmaster's Camlann Mace 7 1,075
Grandmaster's Oathkeepers 7 1,100
Elder's Heavy Mace 8 1,100
Elder's Morning Star 8 1,100
Elder's Mace 8 1,100
Elder's Bedrock Mace 8 1,125
Elder's Incubus Mace 8 1,150
Elder's Camlann Mace 8 1,175
Elder's Oathkeepers 8 1,200

Spells and Abilities

Icon Spell/Ability Name Spell Slot Energy Cost Cast Time Range Cooldown Mastery Unlock
Threatening Smash First 14/16 Instant 3m 6s 1
Defensive Slam First 9/9 Instant 3.5m 3s 1
Sacred Ground First 6% 0.6s 2m 7s 70
Stunning Strike (Maces) Passive - - - - 1
Energetic (Maces) Passive - - - - 6
Dreadladen Fighting (Maces) Passive - - - - 50
Ground Shaker Second 29/32 0.6s 3m 10s 1
Snare Charge Second 26/28 instant 11m 15s 3
Guard Rune Second 40/44 0.4s 14m 15s 15
Deep Leap Third 46 instant 11m 25s 1
Force of Nature Third 29 instant 18.5m 22s 1
Vendetta Third 54 0.7s 21m 30s 1
Battle Howl Third 38 instant 6m 18s 1
Shrinking Curse Third 63 instant 10m 30s 1
Blessed Aurora Third 63 0s 2m 30s 1
Gravitas Third 10% - 6% 0 - 0.5s 11m - 0m 25s - 34s 1

Related Patch Notes

Patch LinkDatePatch NamePatch Notes
5 July 2023Beyond the Veil Patch 11 and Hotfix 1, 2Heavy Maces have been extensively used in 5v5 Crystals and are especially dominant in the Cross map, and are often used in large-scale battles in the open world. To bring them more in line with other tank weapons, the cooldown is increased.

Additionally, Battle Howl now purges before the silence. This change makes sure the purging effect removes silence immunity buffs on the target before silencing.

  • Battle Howl (Heavy Mace):
    • Cooldown: 15s → 18s'.
    • Purge now triggers before the silence.
19 June 2023Beyond the Veil Patch 10In response to the decreasing use of Camlann Mace in large-scale fights, the range and projectile speed of its E-Ability have been increased.
  • Vendetta (Camlann Mace)
    • Projectile Range: 18m→ 21m
    • Projectile Speed: 19.23 m/s → 23.07 m/s
9 August 2022Into the Fray Patch 4 / Arcane and Frost PatchThe Morning Star E-ability has been reworked. Its root duration is now limited to 1.5s against single enemies, to make it harder for groups to catch solo targets with it. However, its mobility has been increased along with its synergy with Air Compressor, making it more effective in group vs group fights.
  • Air Compressor (all Maces)
    • Standtime: 1s -> 0s
  • Root Prison (Morning Star)
    • Has been reworked and is now called Gravitas
    • Combine up to two abilites; combo resets after 3s
    • 1st ability Close In:
      • Dash towards the targeted position
    • 2nd ability Gravitas:
      • Conjure a high gravity field with a 5m radius around you, rooting all enemies (ignoring crowd control resistance), while channeling for up to 4s (cannot be interrupted)
    • At the end of the channel enemies remain rooted for 1.5s
    • Hitting less than 3 enemy players ends the root after 1.5s (mobs are not affected by this condition)
13 December 2021Lands Awakened Patch 1One-handed Maces have been very strong in a variety of content types. With the combination of high damage, stun, and mobility, they outperform many similar weapons, making them very strong. The damage output and mobility of Deep Leap have thus been decreased.
  • Threatening Smash (all Maces):
    • Damage 157 → 146
  • Deep Leap (One-handed Mace):
    • Damage: 203 → 156
    • Range: 14m → 11m
13 October 2021Call to Arms Patch 11Maces have been out of the Crystal League 5v5 meta for a while. To give them a potential unique tank role, Guard Rune has been overhauled to make allies immune to knockbacks and stuns. This could be used to support a caster backline like Holy, Frost or Fire, protecting them from displacement and stun-heavy enemy frontlines (which currently keep Casters out of the meta). To further increase the appeal of Mace tanks, Sacred Ground has been boosted with an additional Slow effect, to offer some value in reducing enemy movement too. Furthermore, Battle Howl's cooldown has been reduced to better fit the faster meta that has developed over the years. The ability to remove HoTs is now on a lower cooldown than Nature Cleanse, which could generate increased value against Nature Healer comps.
  • Sacred Ground (all Maces):
    • Cast Time: 0.8s → 0.6s
    • Enemies inside the area are now slowed by 20%
  • Guard Rune (all Maces):
    • Allies inside the area are now immune to forced movement and stun
    • Resistance Increase: 0.20 → 0.25
    • Removed the Healing Increased bonus
  • Battle Howl (Heavy Mace):
    • Cooldown: 20s → 15s
30 June 2021Call to Arms Patch 8 (Season 13 Patch)One-handed Maces are intended to be the damage-oriented "bruiser" of their weapon tree. But their current combination of damage, CC and mobility makes them too strong of an all-rounder in many fields. Hence the stun duration is shortened. Additionally, there is a bugfix for the invulnerability duration to better match the time in the air.
  • Deep Leap (One-handed Mace):
    • Stun Duration: 2.2s → 1.8s
19 May 2020Queen Patch 12 (Season 9 Balance Patch) and Hotfix 12.1Maces
  • Threatening Smash (all Maces):
    • Hit Delay: 0.5s → 0.4s
    • Standtime: 0.6s → 0.5s
    • Area Range: 5m → 6m
  • Deep Leap (One-handed Mace):
    • Reworked the effect; damage no longer scales based on distance
    • Stun Area: 2m → 3m
31 July 2018Merlyn UpdateMaces:
  • Root Prison (Morning Star)
    • Cooldown now scales with Item Power (100 IP: 33s; 1700 IP: 25s)
11 April 2018Lancelot Patch #4
  • Maces:
    • Threatening Strike:
      • Damage: 66.69 -> 100.04
  • 12 March 2018Lancelot UpdateMaces:
    • Snare Charge:
      • Jump Time: 0.73s -> 0.55s
      • Standtime: 0s -> 0.5s
      • Radius: 4m -> 6m
      • Impact radius now also interrupts enemy spell casts
    • Brute Force:
      • Cooldown: 20s -> 10s
      • Stun Duration: 3.02 -> 1.77
      • Damage: 37.44 -> 25-07
      • Energy Cost: 17 -> 10
      • Knockback Distance: 10.08 -> 6.75
    27 September 2017Joseph Update
  • Removed the Threat Generation Passive
  • Added Energetic Passive
  • 27 September 2017Joseph Update
    • Snare Charge:
      • Jump Movespeed: 12 -> 15 (This means jump time changed from: 0.92s -> 0.73s)
    27 September 2017Joseph Update
    • Shrinking Curse:
      • Area Duration: 1.5s -> 0.75s
      • The spell now also reduces the enemy's max and current hitpoints by 40%
      • Damage & Heal Power Reduction: 50% -> 40%
      • Cooldown: 20s -> 30s
      • Damage: 119.69 -> 98.28
      • Energycost: 18 -> 22