The Abyssal Depths update for Albion Online brings a range of combat balance changes aimed at addressing the strength of certain mobility spells and fine-tuning many weapon abilities. These adjustments, released on June 30, 2025, might shift how players approach group fights and solo encounters .
One key focus is on the Arcane Staffs, where the Astral Staff’s resilience penetration on Starfall has been reduced from 50% to 35%, eager to keep its damage in line with other options. Meanwhile, Time Freeze on the Great Arcane Staff now costs more energy and has a longer cooldown at lower Item Power levels, though this cooldown reduces faster with higher IP, which might urge more investment in this spell.
Weapon and Ability Changes
- Axes: Bloody Reap’s cooldown is shorter again, from 25s down to 20s, restoring some earlier power. Razor Cut’s lifesteal was bugged and now has been reduced from 20% to 15% to balance the fix.
- Bows: Deadly Shot’s range has been trimmed from 20m to 18m to limit offscreen poke. Enchanted Quiver now fires fewer arrows but deals more damage per shot, with a shorter cooldown and lower energy cost. Multishot lost its mini knockback but gained a 30% slow for 1 second, with damage and range increased and a faster cooldown. Raging Storm’s initial hit counts as direct damage now, which opens up new healing and counterplay options, and its durations have been slightly increased for better damage consistency.
- Crossbows: Divine Engine now costs 29 energy, where it previously cost none, which might temper its recent rise in popularity.
- Cursed Staffs: Armor Piercer’s damage was lowered from 130 to 110 but gained an AoE escalation effect on its resistance reduction debuff.
- Daggers: Deadly Swipe’s range was reduced from 5m to 4.5m to limit its mobility potential.
- Frost Staffs: Avalanche’s slow can no longer be cleansed while standing in the snowball’s trail, and Glacial Prison’s damage radius was aligned with its visual effect and damage increased.
- Hammers: Seismic Tremor’s channel time was sped up slightly from 1.8s to 1.6s to improve feel.
- Holy Staffs: Sacred Pulse now heals a single target more strongly rather than an area. Smite’s cooldown and damage went up to better support PvE. Sanctify’s removal pool expanded to include enemy effects with buffing components, adding more utility for Exalted Staff users.
- Maces: Gravitas cooldown reduced from 45s to 40s to reduce downtime for Morning Star users.
- Nature Staffs: Thorn Growth’s initial radius increased to 1m for easier PvP hits. Well of Life’s cooldown was reduced to 20s, allowing for faster follow-up healing.
- Quarterstaffs: Mystic Rocks’ aura radius slightly increased to 6.5m to help Staff of Balance users control fights.
- Shapeshifter Staffs: Hellfire Barrage now has a disruption factor that shortens channel duration if hit, giving opponents a chance to respond.
- Spears: Corrupting Steel’s area damage replaced with additional magical resistance reduction and AoE escalation, encouraging Spirithunter builds.
- Swords: Passive movement speed bonuses were reworked: Heroic Charge’s speed per stack was removed, but Heroic Cleave and Heroic Strike now grant speed buffs on hit. Iron Will’s movement speed buff increased from 10% to 30%. Limit Breaker lost its slow effect, has longer cooldown, and less resilience penetration but gained a longer damage buff. Majestic Smash’s knock-up applies faster and ignores diminishing returns but no longer stacks.
- War Gloves: Dragon Leap’s first cast range reduced and a small stand time added. Earth Crusher’s knock-up duration increased to 1.4s. Fleet Footwork’s Roundhouse Kick stand time slightly reduced, but Cross Step got a longer cooldown and shorter dash range. Gravitational Collapse’s slow duration halved but now scales with AoE escalation.
- Offhands: Sacred Scepter’s crowd control resistance factor increased from 1.2 to 1.8 to make it more appealing against CC.
- Helmets: Nasty Wounds’ area duration increased to 4 seconds. Energy Regain was replaced by Energizing Shield, granting a shield and restoring some missing energy with a 20-second cooldown.
- Shoes: Elbow Smash’s cooldown reduced to 20s but range trimmed to 10m.
- Battle Mounts: Lightning Storm’s interrupting DoT duration shortened from 8s to 6s to reduce frustration, and Earth Tornado can no longer pull mounted enemies.
Miscellaneous Adjustments
- Lower-tier equipment now has higher Item Power: Tier 2 increased from 300 to 500 IP, Tier 3 from 500 to 600 IP.
- Armor abilities below Tier 4 have been adjusted and reordered to unify spell options. Tier 2 armor gained a second active and passive ability, Tier 3 armor a third of each.
- Dodge is now the default first-slot ability for all combat shoes.
- Due to a fix on lifesteal values, several foods had their lifesteal reduced by about 25%: Roast Chicken, Roasted Whitefog Snapper, Roast Goose, Roasted Clearhaze Snapper, Roast Pork, and Roasted Puremist Snapper.
- Skillshot indicators for Vicious Barrage, Spear Throw, Polymorph, and Raging Storm have been adjusted for clarity.
- Caltrops and Ballista Support Fire no longer require line of sight to be used.
Wow, that’s quite a list, isn’t it? These tweaks might feel subtle or big depending on your playstyle, and I’m curious, what changes caught your eye the most? Do you think these updates will shift the meta or just smooth out some rough edges? Let me know your thoughts in the comments below!