Albion Online Weapon Awakenings. Beginner's Guide
Albion Online Weapon Awakenings. Beginner's Guide
Hello everyone! In this article we are going to talk about Weapon Awakening in Albion, as many newcomers are wondering what it is, how it works and what it is for.
We'll also look at what stats you need to pump on weapons for different types of content.
This is a translation of the article. We apologize for possible errors in the text, keep this in mind before reading.
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Weapon Awakening Mechanics
Awakening is the upgrading of maximum enchanted weapons to level 4.
These items can only be created by crafting professions using pristine resources.
To awaken a weapon, you will need Avalonian Energy and Siphoned Energy, as well as silver. The amount of these resources depends on the level of the awakened item: the higher it is, the more expensive it is.
Once awakened, the weapon will have new parameters, including customisation, which is increased by killing mobs.
There is a limit to the amount of customisation you can use, and it will be used up when you upgrade your weapon.
The more you upgrade an item, the more the customisation limit will increase and the more it will be consumed when you upgrade.
In other words, the more you upgrade, the more mobs you have to slay to upgrade.
Weapon Upgrade
Awakened T4 and T5 weapons can be upgraded in safe zones, from T6 onwards - upgrading is only possible in places with equipment loss, i.e. red and black zones, it doesn't matter if it's Avalon, Darkness, Open World, Hagai and so on.
The main thing is that it is not safe.
The easiest way to lvl up in unsafe zones are the red locations around the city of Bresilion.
We take a skip set, open a map or find a solo dungeon, go in, wait 90 seconds, and then chill out and pump our weapons.
Yes, not as fast as in the Dark or in group content, but almost safe. Especially since in the red zones in Bresilion there are very, very few people.
Adding stats
When we’re done farming, we go to the Artefact Master in town and start adding stats. We are randomly given a choice of three stats out of nineteen.
Once we have chosen one, we can keep it or, in the case of unnecessary stats, replace it until we have the stat of our choice.
Once we have the stat we want, we can buff it.
Reinforcements can be regular or procs that significantly increase the stat. These procs are random - it's all a matter of luck.
All of these actions cost silver, in addition to the customisation. Strengthening, adding, or changing a weapon's characteristics increases its loadout, which affects the cost of subsequent procs when upgrading the item.
Therefore, if you are unsuccessful in your attempts to find the stats you need, or if you only want to make minor improvements to your item, it may be wise to remove the awakening, reset the load to zero, and try again.
Weapon Rating
Strengthening our weapon also increases its rating. This parameter allows you to add one extra stat per item, up to a maximum of three.
The rating is increased by lvling stats: the better the pumping, the higher the rating.
In addition, high stat items can be dropped into the world drop instead of being destroyed when a character dies, and can be given to a random player as a reward in any PvE activity.
Giving an awakened item to another player will not give the awakening bonus, as the item must first be reattached to the character in the same workshop, at a cost of silver.
The higher the level of the item and its loadout, the more expensive this rebinding will be. If you defeat your opponent in PvP, the item will be rebound to you.
What stats to add?
Well, we've covered the mechanics. Now let's talk about what stats to add to items.
Let's look at a couple of areas: individual PvP and PvE, group PvP and PvE.
Of course, there are specific tasks that you can choose to do, but for 99% of players, the information will be general, so let's just go through the basic stuff.
Single player game, Darkness
So for a single player game, for example in Darkness, where we will have basic PvE and PvP in the open world, the basic parameters for most meth weapons will be as follows
- CDR (Cooldown Reduction) - this is probably one of the best stats on the weapon, because by speeding up KD we will be able to use skills for damage, mobility and defence more often. After all, this stat affects not only weapon skills, but our entire build. So with this stat, we will be able to catch up and run, as well as use our entire arsenal of skills more often.
- Skill damage is also one of the best stats, as it trivially increases the damage of our skills, including skills from other items such as the Purity Hat or Scout's Jacket.
- If our build doesn't use an additional source of damage, such as a build using the Sword of Carnage, then this stat can generally be replaced with an additional IP (item power) that also gives us damage from skills on the sword, as well as buff damage from normal attacks.
- And of course the third stat is survivability. The best thing to do is to take extra health, because if you have a lot of HP, you will recover more with the health potion, as it regenerates your health in percentage.
- If you don't have any health, you can use Defence, which is also a good stat because it reduces incoming damage. However, health is still preferable in solo PvP.
- You can also steal health, but it does not work for all builds and not against all opponents. I think defence or health would be more universal, but you can do what you want, I'm not forbidding it.
Glory Farming in PvE
- If our goal is just to farm glory in PvE, then you can choose these traits: extra glory from monsters, of course, because why do we PvE if not to farm glory.
- I also recommend increasing damage with skills, which will speed up killing mobs and therefore increase the amount of glory per hour.
- If our PvE is heavy, such as farming stats or blue platforms in Avalon, a good option would be Life Steal, which increases our survivability by dealing damage to mobs.
This stat looks particularly good on Shadow Summoners. But in general, for PvE, you can and should not bother with the third stat in solo - this will be appropriate and additional IP power of the item, as well as speeding up the recovery of skills, or nothing at all if the money is too tight.
Group and raid PvP
- In my opinion, survival is the key here, as you are of little use if you die early in the fight.
- Of course, if your group is some kind of boompak, this stat is not as important, but in a normal group or raid, survival is the basis and the main stat will be defence, which simply reduces incoming damage.
If in solo PvP it was health because of the health potion, then defence will be slightly more favoured here, as there is usually a heal in the pack that will provide healing no matter how much health you have.
- However, the health stat itself is also good - the more health you have, the harder it is to kill you.
- The second or third stat depends on our role: DD - damage with skills, or IP if you failed to catch the damage; Tank - duration of control, but you can do it without it, but it is better with it; Heal - outgoing healing, or IP. If you use a staff, you can also use CDR, but the power of the hit is still preferable.
Group PvE
- Here, as in the solo mode, the most important thing is to decide why you want to farm this content. If it is for glory, then of course you will choose to farm for extra PvE glory.
- The second is skill damage, control duration, or outgoing healing - it all depends on your role in the party.
- The third stat is specific to the build you're playing. If it's dangerous PvE, such as the Paths of Avalon or static dungeons, you can choose defence or add health.
- For some builds, CDR will be fine, such as a light crossbow. You can also take spell reading speed on frost staffs, as it increases shard damage. Alternatively, the extra IP power of the item will suit almost any DD build.
- Tanks also sometimes opt for extra aggro to keep mobs from snapping at your party, but this is mostly for hardcore expeditions. For normal PvE in the open world, this is not necessary, as long as you can get into the mobs from time to time.
Well, that's about it. Yes, we have many more stats to choose from, but most of them have no use or are rarely used in any set up, so I won't mention them.
I hope the topic of weapon awakening has become clearer to you. I'll see you around Albion!