
Healing over 9 seconds
- All tiers reduced: T4 13% → 12%; T6 18% → 16%; T8 22% → 19.5%. At 3,000 maximum health, T6 restores 480 instead of 540 (60 less).
More noticeable on high-health defensive builds, although Healing Potions remain useful.

Upcoming Albion Online balance changes bring major buffs and nerfs to weapons, helmets, mounts, and Healing Potions.

Browse all 16 entries. Filter by buffs, nerfs, mechanical fixes or category. Each card includes the exact before and after values, additional mechanics and a practical explanation. The percentage is for the specific stat, not the overall strength of the item.
Showing 16 of 16 balance changes. Percentages show the exact change to the named stat, not an overall weapon strength rating.

More noticeable on high-health defensive builds, although Healing Potions remain useful.

Ranged support players can protect allies from farther away without moving as close to the frontline.

More frequent bleed ticks and stronger finishing damage make the second swing more dangerous.

Faster engages give opponents less reaction time without changing the damage or crowd-control duration.

A stronger shield absorbs more burst and makes the follow-up healing effect more dependable.

A mechanical fix that improves damage against multiple enemies wherever AoE escalation applies.

The first two hits help connect the final stun, while reduced stand time makes the combo more responsive.

A PvE-only buff, especially against high-health mobs and bosses; player execute damage is unchanged.

Better damage when lining up several enemies along the charge path.

A 50% increase to the bonus itself, rewarding well-timed finishing blows in group fights.

Slightly weaker damage and healing bonuses at the same Item Power.

More frequent silences create additional opportunities to interrupt abilities or set up combos.

An extra second of movement and crowd-control protection helps escapes and repositioning.

A mechanical fix; the main debuffs and mobility effects remain unchanged.
Initially slower than before, but faster during longer uninterrupted journeys after the second stack.
Much faster outside gallop and a new burst of escape speed after taking damage, at the cost of slightly lower gallop speed.
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Healing Potions restore less health across all tiers, while Lifeward Potions can be thrown farther. The full before and after numbers, mechanics and examples are included in the overview above.
Maximum HP healed
Maximum HP healed
Maximum HP healed
Infernal Scythe, Grovekeeper, Divine Staff, Quarterstaffs, Prowling Staff, Claymore and Kingmaker are receiving buffs. Eye of the Storm on Dreadstorm Monarch gains previously missing AoE escalation.
Below 40% HP: 255 → 296
Maximum slow from two 8% stacks
Damage bonus, up from 20%
Blueflame Torch is losing damage and healing scaling, while Demon Helmet and Graveguard Boots are getting stronger. Cultist Sandals receive a missing AoE escalation fix.
Damage and healing
Hush
Battle Frenzy
Bighorn Ram and Elite Bighorn Ram can now build two Charged Gallop stacks for a total 20% movement bonus after 12 seconds of uninterrupted movement. Saddled Direbear gains much higher base speed and a new Rush passive when hit.
Two 10% stacks
Gallop: 90% → 85%
4 seconds · 8-second cooldown
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