Albion Online Guide, List of Laborers and What They Do

One of the core features of Albion Online’s private islands, the laborers can be somewhat confusing for new players. To simplify this a bit, this guide will list the different laborers and what they do, seperating them in two different categories. You may also consult this guide for more information about how to hire and use laborers.

Gatherer Laborers:

These laborers will probably be the easiest ones to understand, although a few ones may be slightly harder to figure out than others. They will basically do basic gathering work that any player can do, usually returning with 150-200 of whatever ressource they are assigned to.

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Lumberjack
Journal filled by gathering wood
Gathers wood for players

Stonecutter
Journal filled by gathering stone
Gathers stone for players

Prospector
Journal filled by gathering ores
Gathers ores for players

Cropper
Journal filled by gathering fiber
Gathers fiber for players

Gamekeeper
Journal filled by gathering animal skins
Gathers animal skins for players

Mercenary
Journal filled by killing NPC enemies
Gathers silver and gems for players

Refiner Laborers:

Then there are the most complicated ones, the refiner laborers. While it can be relatively easy to guess how their journals can be filled, most players will be clueless about what these laborers provide until they use their services.

Blacksmith
Journal filled by using the Warrior’s Forge
Provides the player with refined Leather, Planks and Metal Bars

Fletcher
Journal filled by using the Hunter’s Lodge
Provides the player with refined Leather, Planks and Metal Bars

Imbuer
Journal filled by using the Mage’s Tower
Provides the player with refined Planks, Metal Bars and Cloth

Tinker
Journal filled by using the Toolmaker
Provides the player with refined Planks, Metal Bars and Cloth

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Albion Online: Your Solution to Zergs

The perfect solution is here which i admit:

Another borrowed feature from an old school PvP MUD I use to play. Large groups in MUDs are non existent because most MUDs just simply don’t have player bases to necessitate that kind of thing, but once a long time ago…..

Misfire when in a group of [insert number here] or more your spells and attacks no longer accurately hit your target as you direct them. Instead a heal can sometimes land on a different, even uninjured ally or enemy. An melee attack might instead hit another target in its range, same with offensive spells and projectiles. Area effect spells will also have chances to inaccurately strike unintended targets. The accuracy reduction would be in the ball park of 25% still allowing zergs to function but to penalize them enough that it’s a questionable advantage when facing a group that’s equally capable but not bolstering equal numbers. It’s also a realistic feature, in the fray of a large scale battle, friendly fire is only more possible and further likely.

This was an extremely useful and even fun feature in Duris. It caused us to of course build or group right up to and before the cap. I’m sure it’ll have the same effect in Albion and deter zergs from assembling as often as they do now. It still allows large groups but adds a realistic chance that things won’t always go their way just because they have superior numbers. The current anti Zerg and burst mechanics can remain with some tuning down, no one wants to play a game where their own individual influence is greatly penalized due to having more attackers on a target. A group debuff like misfire is more suitable over an individual seeing 0s or something silly because another player decided to target the same target.

Proposal to fix the Zerg / Guildsize/ owned territory problem witch would lead to 3 or 4 mega guilds to own the entire map.

Conceptual Idea:

1) Any kill on an unflagged player while you are in the group that did the kill counts towards the kill count of your alliance
2) As more territories the Alliance owns as bigger is the Area Multiplicator
3) Killcount is reducing over time with %per hour
4) there is a list in guild which shows the kills based on (1) per member

Albion Online

Now continously the Agressor Factor of an Alliance is now hourly calcualted with Area_Factor multiplied by killcount

What does this mean? It just calucaltes an agression factor that goes through the roof as bigger your groups that zerg unfallged players and as more territories you own.

Based on the threshhold of the agression factor certain things change for the alliance:

1) below threshold peacefull all is as today
2) above Agression 1 for the members of this alliance regarding their protection : green gets yellow rules, yellow gets red …black gets lethal 1 which gives -5 % to all stats include movement speed
3) above Agression 2 ….green gets red …yellow gets black…
4) above agression 3: everything is black including towns

You manage the zerging and mega merging of guilds. You not make it impossible but you pay a price for this domination.

I do not think that the proposal is accurate, but the general idea which is adding “cost and consequences” to size and related zerging is where we need to go to adjust it and counter this trends or we will end up with super guilds that zerg everything.

If attack size of the attacking force is >>>> number of attacked ones, there is a chance of 10 % or 5 % or whatever chance, that the “wrath of the gods” is called.

This wrath of the gods calls a group of angels similar amont as the number of attackers (if 2;1, but double if 5:1 or bigger), locks the area for 120 seconds and the power of the “guardian angels” is directly linked to the power of the victim (if you went naked, your angels are weak) which assist and heal the attacked one during the 120 seconds. As bigger the difference in numbers as higher the chance to trigger guardian angels..

Albion Online Preview

Albion Online Closed Beta Preview

In the MMORPG community, people have been crying out for a return to “old-school hardcore mmo’s” for a long time. They want harsh death penalties, intense player-vs-player actions, and a fully fleshed out crafting system. With a name like Sandbox Interactive, I expect nothing less than a sandbox MMORPG. I expect a game where I can do whatever I want from the start. If I want to focus on crafting, I want a way to do that. If I just want to do combat, I want to do that. I’m happy to say that Sandbox Interactive delivers a good sandbox experience, almost to a fault.

After a basic character creation screen, the game drops you off in one of three starting zones. It briefly teaches how to gather resources and craft armor, but after that, it’s done holding your hand. It lets you out into a small starting town with some basic gear and no direction whatsoever. Some NPCs have an exclamation mark above their head, but their “quests” are simply “Craft X items” or “Kill X of this mob, and X of this mob”. Part of this contributes to the “hardcore” sandbox charm of Albion Online, but I was thoroughly confused about what to do. It took some research online and some helpful players to get me to a point where I semi-knew what I was doing. Apparently, these quests are a waste of time that you could otherwise spend grinding for fame.

Almost anything you do in Albion Online earns you “fame”, the game’s equivalent to experience points. Almost every action in the game contributes to a separate skill line. If you gather resources for long enough to earn lots of fame, new tools are unlocked and new resources become obtainable. The same goes for combat. For example, if I kill monsters with my light armor and mage’s staff for long enough, I will eventually earn enough fame to wear higher tiered light armor and stronger staves.

My main problem with the skill system is how long it takes to accomplish anything. It took me hours just to get to tier 3 gear. Thousands of fame points are required to move up any skill line. If you aren’t a patient player, I don’t expect you to enjoy the hours and hours of grinding you’ll have to complete in order to get where you want. I understand that grind is to be expected in almost every MMORPG, but come on, it’s 2015. I think Sandbox Interactive needs to tone down this “old-school” aspect of Albion Online.

The combat of Albion Online is where the game’s tablet concessions become apparent. The gear you are wearing determines what type of skills are available. The skills appear as large buttons on the edge of the screen that are also assigned to a hotkey. Combat boils down to clicking on an enemy to auto-attack, and using the limited amount of skills available to you. It’s a neat idea that gear affects your skills, and it leads to some interesting combinations, such as a plate-armored mage. However, it doesn’t spice up the boring combat enough to make it entertaining.

Player-vs-player combat is one of the main pillars of Albion Online. Players can travel outside of the safe “green zones” to battle other players. In “yellow zones”, you can find better resources and fight other players with no need to worry about losing your gear when you die. It’s Albion Online’s “red” and “black” zones that are really interesting. In these zones, you can loot an enemy player’s entire inventory when they die, but the same goes for you. This brings an awesome risk-vs-reward element into the game. The best resources and the toughest monsters are in these zones, but another player can take everything away from you in an instant.

The dangers of PvP pushed players together to form guilds to find some sort of organization in the chaos of PvP. Group battles between guilds is where Albion Online truly shines. Guilds can form alliances and battle over forts. In large group battles, combat feels much like a game of Dota, with players tentatively pushing and backing away, scared to lose their belongings. There’s nothing like rushing a group of hostile players and taking their loot.

Crafting is hugely important to the world of Albion Online. Every item in the game is crafted by another player. Starting out, I spent way too much time trying to gather every resource I could and either sell it on the auction house or craft gear and items. Even when I narrowed my focus down to only gather resources relevant to my playstyle, I still spent hours gathering the resources and slowing taking them back to town to deposit.

The actual process of crafting is simple and easy to learn. Items are divided into tiers. Tier 2 resources are used to craft tier 2 armor. Tier 3 gear is made from a combination of tier 2 and tier 3 resources. It’s pretty easy to understand, but boy does it take a lot of time to progress. After learning to craft tier 3 gear, I decided that I didn’t want to put the time and energy into grinding for the resources. The best thing about Albion Online is that I faced no disadvantages for abandoning crafting. I just had to find other ways of making silver to buy my gear from other players.

Crafting isn’t limited to only weapons and armor. Players and guilds can have their own islands. Farms and buildings can be made to create a personal area for the player. Horses and oxen can be raised into mounts and a cozy home can be built for your adventurer. In an otherwise extremely crowded world, it’s nice to have your own space to decompress.

Even though this is a closed beta, Sandbox Interactive is happy to take your money if you wish to buy something. Players can buy gold, which can be sold to other players for the in-game currency of silver. Effectively, you can pay real money to buy in-game currency. Players can also buy “premium” membership. With “premium” status, players will receive extra resources while gathering and more chances to retain resources while crafting. This aspect of the game being “pay-to-win” is up for debate. On one hand, paying players are literally getting more resources than free players. On the other hand, free players can easily get anything a paying player can, provided they are willing to spend some extra time grinding. Furthermore, a free player can definitely kill a paying player and loot their entire haul. Paying real money in Albion Online is more like a shortcut than an obvious advantage. It should be noted that all money spent in Albion Online’s closed beta will be refunded.

Even in its beta form, I can tell that there’s potential in Albion Online that will be fully realized by its players. At release, the game will be free-to-play on Windows, Mac, Linux, and even iOS and Android devices. This should usher in a huge amount of players who will no doubt explore and fight their way through the entirety of Albion Online’s world. Even though a very grind-heavy skill system and simple combat mechanics hold the game back, I would say that the huge PvP battles make it worth it. If you aren’t persuaded by that, the game will be free-to-play in early-mid 2016, so give it a shot.

Albion Online – A Player-Friendly Experience

It’s been a while since I first took a look at Albion Online, and wow, have things changed (for the better!). While everything still feels the same graphically, multiple quality-of-life changes have been implemented, making it all much easier for new players to catch on and understand what’s happening.

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A Solid Tutorial

While most games give text overviews of how things look and then let you remember the information for further down the road, Albion starts you out at the very beginning with a tutorial. And rather than just getting players accustomed to the game, it has you venture out in the world and just do things. Gathering and crafting a weapon, armor, and gathering tools are the first things thrown at you, and it’s fairly easy to understand what to do after this. This is where a large part of the game’s progression system resides, and getting a hands-on look makes it much more enjoyable – and takes away the grind-like feeling there might otherwise be.

Tons of Quests

There are many quests that can be found around the world. The tasks vary between things like gathering something to turn in, slaying certain mobs, crafting, or smelting things. The rewards for these are pretty great as well. For example, the ones in Foxvale, a safe (non-PvP) tier 2 zone, give an item called Royal Sigils. These are needed to craft tier 4 items from the same NPCs that give the quests, and generally just require silver in order to finish crafting. This setup helps remove the grind from the game, while at the same time giving great rewards, in the area of progression. And the quests are pretty quick to get completed, too, so even if someone has a limited amount of time to play, progress can still be made.

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Fast Respawns and Many Material Nodes

One thing I noticed that was different with materials is that spawns seem a lot faster, and there are more nodes available. Just standing in the same spot, it’s viable to hold down 4-5 nodes and not need to leave. Just doing one or two will have a little downtime, but it’s still doable if you happen to be in a zone that is already full of players – otherwise just roaming around should be good enough. When talking about material nodes, that also includes the mobs that spawn, so when it comes to getting skins for crafting, it’s fast and easy (as long as you’re geared up enough not to die).

And to make things even better, the gathering rate is based on your equipped gathering tool and a little randomization. The actual speed of the gather is quickened when using higher-tiered tools. As for the amount that are gathered at once, that seems to be random (usually either 1 or 3 at a time), so for nodes that have 15 materials in them, plowing through them can be done in as little as about 30 seconds. Quick, easy, and painless!

Gearing Up and Progressing

Crafting items is pretty straight-forward in the game, generally working like this:

• Visit NPC of the type you want to craft

• Go through the items you want and look at their materials, note it down

• Go out and farm those materials

• Go back to town to smelt/combine what’s needed and then finalize the craft at the original NPC

What gets a bit more confusing is when you toss in the Destiny Board. Essentially, this is what determines the items that can be crafted at any given time, and they are unlocked through various achievements. As an example, you have to kill creatures worth 750 fame to unlock the lowest level of bows (note that you can craft what you want – you just can’t equip). To get to the second tier of bow (Journeyman) you have to kill creatures worth 12,000 Fame while using the Novice’s Bow. So when you pick the path you want to follow, you’ll follow the Destiny Board to unlock those specific nodes. After each one, you can equip the related items. It’s pretty simple once you get the hang of how it works – it’s really just like a questing system, but with choices.

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Final Thoughts

Albion Online is a lot more fluid and easier to both play and understand than in the beginning. Its additions have really made things better than before, opening the doors for a much faster grasp of how things work and faster progression overall. Do note that it’s still in the pre-launch stage, and things are always being altered. Luckily, the team behind it is very open to opinions and suggestions and have done a great job at giving players what they want as a whole.