Albion Online

Albion Online

Albion Online

The Main Changes In Albion Online Reputation System

As one of the main improvements Albion Online made after Galahad released for three weeks, the Reputation System Changes play an important role in the game. To know more about it, we'll be straight to the point and list the main changes to the reputation system.



General Points


  • Allow players to flag blue or red no matter what their reputation is
  • Changing flag inside a PvP zone takes time (say, 60 seconds or so). Changing flag inside non-PvP zones and cities is instant.
  • Killing red flag players never causes reputation loss, even if their reputation level is positive
  • Killing blue flagged players causes reputation loss, but only if their reputation level is positive
  • You can grind back reputation, but only if you are flagged blue (and you can always flag blue, even if you have negative rep)
  • Negative reputation will still decay over time
  • The defensive PvP buff for high reputation players is only active when flagged blue




  • As before, killing a blue flagged player with neutral or better reputation will cost your reputation, and the more reputation the victim has, the more it will cost you.
  • Currently, glorious is hit at 20,000 reputation. A kill costs at most 400, so a glorious player suddenly turning evil would have would get at least 50 "free kills" (more likely, 100 free kills as the average victim won't be glorious) before turning neutral. This is too much "kill storage", so we'd increase the rep loss per kill but at the same time increase the rep gain rate and daily decay as an off-set. The result of that it the overall balance remains the same, but you have less kills "stored" when being glorious etc.
  • In general, the higher your reputation is, the more difficult it will be to gain more reputation. The lower your reputation is, the easier it becomes. This means that if you want to remain at a stable reputation level in the long term, this is much easier to do if you are villainous than if you are glorious. A side effect of this is that getting up to glorious now takes longer, and would be a true achievement once you get it. By way of example: A glorious player might need 10 hours to neutralize the rep loss he got from killing a noble player. A nefarious player might be able to grind back the same rep loss in just 1 hour. The impact is that - assuming the same amount of grind time per day - a nefarious player could do 10 times as many kills as a glorious player without falling down in reputation. Key result of this is that in general, being glorious instills trust, as it means that while you *could* in theory score skills, in practice, it is something that you rarely do, cause if you would, you wouldn't be glorious.


Game Impact


  • Consensual PvP is now possible without penalties, as you can freely flag red and back to blue, without reputation loss and no matter what your reputation level is.
  • For those of you who have been with us for a long time, the gameplay would become similar to how it was before the reputation system, i.e. with your flagging strategy being an important strategic choice. Most importantly, flagging red means you can score "opportunistic kills" against blues, while flagging blue means that other blues can't score "opportunistic kills" against you, and of course, being flagged blue while having high rep means that people who kill you will suffer a rep loss.
  • The key difference (to the pre-reputation system era) is that killing high reputation blues repeatedly will mean that you have to live with the consequences of being temporarily excluded from green cities, and even red cities if your reputation goes too low.
  • As you can now always flag blue, even if you have low reputation, it means that you can grind back reputation more consistently. In the current system, if as you are perma-red, if you want to grind back reputation and blues attack you, and you fight back, you will lose even more reputation, meaning that you might be stuck at a low reputation level.


For players who have high reputation, Reputation System will be just a cosmetic and defensive in PVP against criminals.


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UPAlbion Adjusts Albion Online Gold Prices In Time

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Albion Online: Version 1.0.319 And Its Patch Notes

After Sandbox Interactive released Galahad for about three weeks, they announced latest Galahad Patch, Version 1.0.319. As you can see, there are many changes and fixes in the new patch, like the reputation system changes. Here are the main improvements in Albion Online Galahad update:





  • Reputation system changes:

                      Changing your flag to red no longer resets your reputation to 0.

                      High reputation PvP defensive buff (crime protection) is only active when flagged blue.

                      As you can now always flag blue, you NO longer get any reputation from gathering/mob killing while flagged red.

                      Increased flagging duration for PvP from 5s -> 15s.

                      Lowered reputation gain, especially for higher reputation ranks.

                      Players with dreaded reputation level cannot enter the Royal continent.

  • Removed music from T5 Heretic Expedition in the Lumberjack Miniboss area.
  • Added music to the T4 Undead Expedition (solo and group) Mage Boss area.
  • Changed animal nurturing and crop watering cycle from 24h to 22h.
  • Silver rankings will now count gross silver picked up (before guild tax).
  • Increased the resource value of T4 Level 1-3 resources, so that enchanted items item values match up with higher tier items (e.g. T4 E1 equals T5 E0).
  • Increased the item value of artifacts by a few hundred silver to balance the value to other items.
  • Changed zoning shield expiring distance: 170 -> 120
  • Configured world bosses to ignore time zones.
  • Removed unnecessary artifact bonuses from Destiny Board nodes for swords, spears, quarterstaffs and plate boots.
  • Added camera shake option.
  • Reverted expedition penalty debuff handling.
  • Added auto deny guild invite option.
  • Added sounds for missing farmable animals: ox, horse, direwolf, direbear, direboar.
  • Players cannot no longer respawn at a guild territory if your reputation does not allow you to enter the area.
  • New characters start initially with 0 crafting focus.




  • Fixed an issue where dying in expedition plus disconnecting allows to teleport to home without losing equipment.
  • Fixed an issue where players were able to get up from a knockdown fast even though the mob was still in combat with other players.
  • Fixed an issue where crafting the Undead Horse did not work.
  • Fixed an issue where amount of silver dropped by killed players is no longer affected by mob difficulty of area.
  • Fixed an issue where sending invitations disabled keyboard.
  • Fixed an issue where the Grip spell from the Undead General didn't deal damage and didn't stun the player.
  • Fixed an issue with minor rounding errors for resource values.
  • Fixed an issue where the loot from castles in the lower outlands was set up wrongly.
  • Fixed an issue where Windwall cast triggered a move command too.
  • Fixed an issue where Gathering Gear Backpacks didn't affect T5 and higher base resources. Instead only worked on enchanted for T5+.
  • Fixed an issue where the crafting specialization for gatherer gear shoes on the Destiny Board also rewarded armor crafting specialization.
  • Fixed an issue where muting players also blocks messages in the say-channel.
  • Fixed an issue where Howl cast triggered a move command as well.
  • Fixed an issue where spell info tooltip was not closed after destiny board was closed.
  • Fixed an issue where player got a penalty when leaving a single expedition while being dead.
  • Fixed an issue where crafting royal set gear was not possible even if all requirements were met.


For more information on the Galahad update, head on over to the Albion Online site.


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