We will teach you how to build, are you ready?
Have mobs drop a range of Albion Online Silver, not a static number.
Different Mouse-over icons for the various gathering materials: Axe = wood, pick = ore, etc.
Loot needs to be highlighted when behind trees/etc.
Blood splatters when Demo-ing buildings. Olly makes sense if they’re mutated zerglings
The sound for adding resources to buildings doesn’t fit, just sounds like a sword swinging at air
Volume Slider for Mount Movement/Steps would be nice as it tends to be significantly louder than everything else around and can be obnoxious.
Increased base carrying weight seems useful or a slower reduction in movement based on weight. I max out on weight pretty quickly and it just “feels” like a longer time would be helpful. Then again, the world is much emptier than it would be at launch so I’m able to gather materials a lot faster than I could in that situation and it might fit better at that time.
Variety in monster/mob attack sequences/spell casts and Variety in damage output. Hitting for 39 every time I swing on a mob that does the same sequence of attacks and spellcasts turns into an incredibly repetitive combat encounter.
A suggestion to consider, not saying I’d recommend it, just something for more game-design savvy people to think about: Reset the materials needed to make T5+ processed goods so that T5 needs no pre-requisite, just like T1/Some T2. Then T6 needs a processed T5 + raw T6, same w/ T 7 and 8 etc. It seems like it would be a nice refresher after working your way up to T4 and could help reduce some of the monotony of always having to go back to low-tier resources.
Create a purpose for the random buildings, ruins, etc placed everywhere. Give them some things to search, destroy, have them randomly spawn mobs/bosses, etc.
Add tank viability w/ swords? Just a preference by me here.
Better visibility in large-scale combat. Distinguishing between allies, enemies, PVE mobs, etc, can’t be extremely difficult. Allow me to turn off allied cast bars so I can see enemy cast bars better. A better indicator of who my target is would be nice so I don’t get lost on where it went in hectic combat. Also, an auto-target feature would be useful as when the battlefield is cluttered, I’m often unable to target an enemy because my allies are crowding it.
Designation for weapons to show if they are 1h or 2h.
Good Luck! And more guides in UPAlbion.com.
Friday, 10 June 2016
Tuesday, 7 June 2016
Albion Online Guide to Weapons and Armor in Classless PvP
Someone asked how to tell what your enemies will be doing in PvP. Well, it's hard to tell what defines each type of weapon and armor without clicking through every item on the destiny board, so here's a quick breakdown of what makes each item unique!
Weapons
Q: Signature (Spam) Ability. 1.5-3s CD(or cast time)
Each Weapon Type (sword, bow, fire staff, hammer, etc) will have their own Q ability which is the same across all tiers. Most have a small special effect or characteristic (slow, poison, armor reduction).
Support weapons have a damage option and a heal/shield option. Bow has a second option on T5
W: Utility Ability. 7-10s CD
Each Weapon Type has their own set of 1-3 options (mostly two - one for more damage/healing, one for more special effects). These have special effects such as interrupts, slows, shield, fears, damage over time, dashes, knockbacks.
E: Ultimate (Special) Ability 15-30s CD
Each Weapon Type has a similar flavor or effect, but every weapon has their own Ultimate/Special Ability. Typically 2 of the weapons in a particular Type will have similar effects (broadsword gives armor/mr, claymore also gives armor/mr; staves all have knockbacks; spears have a dash and a pull; bows have AoEs).
Weapon Passive
Each Weapon Type has two passives, but only in their two-handed versions (Tx.2 and Tx.3 for most Types). Think "10% chance to gain damage/attackspeed/bleed/slow/castspeed". Typically one damage boost, one utility boost (attack range or energy or a slow) but it varies.
Identifying Weapons
You'll be able to instantly see if they have a sword, or a bow, or a certain staff, at which point you will know if they're going to be Q spamming a slow or damage. You'll have to remember that certain weapon types have different W abilities for utility, and wait to see if they have it as a damage boost or for utility. You'll have to remember that certain weapons have high dps, certain weapons have stuns and crowd control. You won't be able to tell what passive they have without inspecting them. And last, each weapon has a very different model, so you'll be able to tell what their Ult/Special is going to be.
Full List of Abilities by Devious[1]
Armor
Armor is a little harder - each Armor Type has different abilities, while Armor Material determines the type of defense.
Here's a picture from the forums a few weeks ago that shows all of the armor in the game: armor models, check it out![2]
R: Boost Ability - Helm - 30s CD
Helms give an ability to boost your stats for ~5 seconds - damage, movement speed, or defense, determined by your Armor Type. These give people a short time for surprise burst, sticking power, or tanking.
D: Role (Utility) Ability - Chest - 30s CD
Chest armor gives you an ability to help you fulfill your typical MMO roles in a fight as a mage, fighter, or tank. Light armor helps you survive, medium armor helps you stick around to deal damage, and heavy armor helps you barge in and disrupt the enemy team. These all have both offensive and defensive uses.
F: Speed Boost - Feet - 20s (or 60s) CD
Boots give you a speed boost, they all have the same icon right now so you won't be able to tell which one people have in a fight.
Armor Passive - All
Light armor gives you better spells (increased damage, healing, or cast speed).
Medium armor gives you better sticking power (increased speed, CC resistance, or better CC).
Heavy armor gives you better defense (increased life, armor, or thorns damage).
Armor Types
Heavy armor has high health, armor, and magic resistance.
Medium armor has a 25% damage/healing boost, medium health/armor/magic resistance.
Light armor has a 50% damage/healing boost, and low health/armor/magic resistance.
Armor Styles
Heavy Armor has huge full helms that cover the face, bulky layered chest/legs, and giant shoulder armor.
Medium Armor has open-faced helms, thin/loose chests and sleeves, and small shoulder armor.
Light Armor has scarves, open-faced chest, short sleeves, and no shoulder armor.
Armor Materials - Determined by Chest Material
Plate Armor has ~10% more armor than magic resistance.
Leather Armor has equal armor and magic resistance.
Cloth Armor has ~10% less armor than magic resistance.
Check the size of their shoulders to see what type of chest piece they have, you NEED to know if they are going to be dealing lots of damage or taking lots of damage, and whether or not they can chase you down. Next most important is their helm - full, half, or scarf? This will determine if they can boost their damage, speed, or sticking power. Boots don't really matter, they have the same abilities and a very small damage or utility boost that will probably match the chest or helm.
Full List of Armor Details by Devious[3]
Bonus Info: Tiers
The Good: you can tell which Tier (1-8) people have based on the color of their armor or weapon. The Bad: you can't tell which Class (x.1, x.2, x.3,etc) people have based on the color of their armor or weapon.
T4.1 Heavy Plate is blue and has a power level of exactly Tier 4.1 for it's health, armor, and magic resistsance. T4.2 Heavy Leather is also blue, but has the power level of T5.1 gear. Someone wearing T4.3 Heavy Cloth would have total power level of T6.1 Heavy Plate, leading to slightly hidden power differences.
Weapons are the same: T4.1 Broadswoards are blue, but the T4.2 Claymore (also blue) has a power level equal to the T5.1 Broadsword. A T4.3 Glaive has the power level of a T6.1 Broadsword.
So, in addition to looking at their weapons to see their spells, and armor to see their role, also keep in mind the power spike as you go up in rarity. The more advanced (and unusual) the armor is, the higher the item power.
Power Chart with Developer Explanation at the bottom[4] also by Devious
Want to learn more? Click UPAlbion.com.
Weapons
Q: Signature (Spam) Ability. 1.5-3s CD(or cast time)
Each Weapon Type (sword, bow, fire staff, hammer, etc) will have their own Q ability which is the same across all tiers. Most have a small special effect or characteristic (slow, poison, armor reduction).
Support weapons have a damage option and a heal/shield option. Bow has a second option on T5
W: Utility Ability. 7-10s CD
Each Weapon Type has their own set of 1-3 options (mostly two - one for more damage/healing, one for more special effects). These have special effects such as interrupts, slows, shield, fears, damage over time, dashes, knockbacks.
E: Ultimate (Special) Ability 15-30s CD
Each Weapon Type has a similar flavor or effect, but every weapon has their own Ultimate/Special Ability. Typically 2 of the weapons in a particular Type will have similar effects (broadsword gives armor/mr, claymore also gives armor/mr; staves all have knockbacks; spears have a dash and a pull; bows have AoEs).
Weapon Passive
Each Weapon Type has two passives, but only in their two-handed versions (Tx.2 and Tx.3 for most Types). Think "10% chance to gain damage/attackspeed/bleed/slow/castspeed". Typically one damage boost, one utility boost (attack range or energy or a slow) but it varies.
Identifying Weapons
You'll be able to instantly see if they have a sword, or a bow, or a certain staff, at which point you will know if they're going to be Q spamming a slow or damage. You'll have to remember that certain weapon types have different W abilities for utility, and wait to see if they have it as a damage boost or for utility. You'll have to remember that certain weapons have high dps, certain weapons have stuns and crowd control. You won't be able to tell what passive they have without inspecting them. And last, each weapon has a very different model, so you'll be able to tell what their Ult/Special is going to be.
Full List of Abilities by Devious[1]
Armor
Armor is a little harder - each Armor Type has different abilities, while Armor Material determines the type of defense.
Here's a picture from the forums a few weeks ago that shows all of the armor in the game: armor models, check it out![2]
R: Boost Ability - Helm - 30s CD
Helms give an ability to boost your stats for ~5 seconds - damage, movement speed, or defense, determined by your Armor Type. These give people a short time for surprise burst, sticking power, or tanking.
D: Role (Utility) Ability - Chest - 30s CD
Chest armor gives you an ability to help you fulfill your typical MMO roles in a fight as a mage, fighter, or tank. Light armor helps you survive, medium armor helps you stick around to deal damage, and heavy armor helps you barge in and disrupt the enemy team. These all have both offensive and defensive uses.
F: Speed Boost - Feet - 20s (or 60s) CD
Boots give you a speed boost, they all have the same icon right now so you won't be able to tell which one people have in a fight.
Armor Passive - All
Light armor gives you better spells (increased damage, healing, or cast speed).
Medium armor gives you better sticking power (increased speed, CC resistance, or better CC).
Heavy armor gives you better defense (increased life, armor, or thorns damage).
Armor Types
Heavy armor has high health, armor, and magic resistance.
Medium armor has a 25% damage/healing boost, medium health/armor/magic resistance.
Light armor has a 50% damage/healing boost, and low health/armor/magic resistance.
Armor Styles
Heavy Armor has huge full helms that cover the face, bulky layered chest/legs, and giant shoulder armor.
Medium Armor has open-faced helms, thin/loose chests and sleeves, and small shoulder armor.
Light Armor has scarves, open-faced chest, short sleeves, and no shoulder armor.
Armor Materials - Determined by Chest Material
Plate Armor has ~10% more armor than magic resistance.
Leather Armor has equal armor and magic resistance.
Cloth Armor has ~10% less armor than magic resistance.
Check the size of their shoulders to see what type of chest piece they have, you NEED to know if they are going to be dealing lots of damage or taking lots of damage, and whether or not they can chase you down. Next most important is their helm - full, half, or scarf? This will determine if they can boost their damage, speed, or sticking power. Boots don't really matter, they have the same abilities and a very small damage or utility boost that will probably match the chest or helm.
Full List of Armor Details by Devious[3]
Bonus Info: Tiers
The Good: you can tell which Tier (1-8) people have based on the color of their armor or weapon. The Bad: you can't tell which Class (x.1, x.2, x.3,etc) people have based on the color of their armor or weapon.
T4.1 Heavy Plate is blue and has a power level of exactly Tier 4.1 for it's health, armor, and magic resistsance. T4.2 Heavy Leather is also blue, but has the power level of T5.1 gear. Someone wearing T4.3 Heavy Cloth would have total power level of T6.1 Heavy Plate, leading to slightly hidden power differences.
Weapons are the same: T4.1 Broadswoards are blue, but the T4.2 Claymore (also blue) has a power level equal to the T5.1 Broadsword. A T4.3 Glaive has the power level of a T6.1 Broadsword.
So, in addition to looking at their weapons to see their spells, and armor to see their role, also keep in mind the power spike as you go up in rarity. The more advanced (and unusual) the armor is, the higher the item power.
Power Chart with Developer Explanation at the bottom[4] also by Devious
Want to learn more? Click UPAlbion.com.
Thursday, 2 June 2016
Albion Online - Overview of Hiring and Employing Labor
There are certain tedious tasks that are just better left up to automation sometimes. Sure, you need a steady flow of incoming wood and metal in Albion Online, but you don’t have the time to constantly harvest it yourself and play the game. That’s what the game’s laborers are for: taking care of menial tasks that keep basic materials or resources flowing while you devote your time to more elaborate goals.
Laborers can be hired for a reasonable initial cost, at which point the player can walk through a set of actions and request the laborer to follow the same basic pattern. The resultant haul will be less than what players could gather in the same amount of time, but it’ll mean that you can focus on more involved tasks than just gathering, crafting, or farming for money. Be aware, however, that laborers will require compensation for their work, adequate facilities, and a certain amount of space to themselves. Check out the video below for an overview of hiring and employing labor.
Do you want to learn more? click UPAlbion.com.
Laborers can be hired for a reasonable initial cost, at which point the player can walk through a set of actions and request the laborer to follow the same basic pattern. The resultant haul will be less than what players could gather in the same amount of time, but it’ll mean that you can focus on more involved tasks than just gathering, crafting, or farming for money. Be aware, however, that laborers will require compensation for their work, adequate facilities, and a certain amount of space to themselves. Check out the video below for an overview of hiring and employing labor.
Do you want to learn more? click UPAlbion.com.
Tuesday, 31 May 2016
Albion Online - Laborer And Housing System Relationship
What do you building your own house? This point is very important experience. Of course, Albion housing system isn’t going to be only about having a house that is decorated, that has no purpose but to be beautiful. Therefore the developer team developed the laborer system which is going to fill your house with life, it fills it with purpose, it gives you something to do with your player house.Of course, cheap albion gold can help you building a better house.
# How Laborers and Journal Work
Laborers can perform a variety of tasks for you, and this is to allow you to suit them to your playstyle. So if you’re a gatherer, you probably want to fill your house with gathering laborers. People who cut wood, or gather stone, or gather iron ore. To give a task to a laborer, you will need to give them a journal. A journal is an item you can acquire in an empty state from the laborer himself. So a woodcutter, for example, will be selling you woodcutting journals. And when you then go out and collect wood yourself, every time you do it a note will be put into the journal.
When you’ve you’ve got a nice full journal full of notes, then you take it back to your laborer and say, “Here’s my notes for the day, go do something useful with this.” And they’ll follow your notes, and go and cut down trees themselves and bring you back some more wood. You probably want to pick a laborer that matches the kinds of things you normally do in the game. If you do a lot of gathering, like you cut a lot of trees down, a wood cutting laborer would be really good for you, a lumberjack. If you mine a lot you want a mining type laborer. If you craft, there are crafting laborers. And if you spend a lot of time hunting the various factions in Albion, you can hire a mercenary laborer who will do that for you as well.
# How to Leveling Laborers
Laborers level up by performing tasks. The more tasks they do, the more experience they will gain, and once they’ve gained enough experience they will be ready to level up. By upgrading your laborers, they will perform better, they will give you more resources for each task you give them, and they will be able to give you better resources. Leveling them up, however, comes at a cost. They will rise in their expectations. They will require better furniture, better decorations to be happy, because they now feel they deserve it.
# Increasing Laborers Happiness
Much like in real life, you need to keep your workers happy in Albion online. If you’ve got some laborers then they’re going to have certain requirements. They’re going to want a decent bed and a decent table.
However, there are a lot of ways to go beyond this. For example, by placing trophies which are specific to the laborers interests, you can increase their happiness. A mercenary, for example, will be very interested in martial trophies. So if you have weapons or armors displayed on the wall, he will become happy. A woodcutter will be more interested in samples of woods or small saplings that you place in the house, and therefore your house will start to reflect the types of laborers that you have in them.
If your laborers are unhappy, then as they lose happiness, which happens over time, they will start to return less from their jobs, they’re not working as hard, they’re not as motivated, they’re not as effective. Below a certain point, they just won’t work for you anymore. They’ll stay in your house, but they won’t go out on jobs because they’re just not getting a good night’s sleep and they don’t feel up to it.
One of the interesting things about the way the laborers are set up is that they can’t just replace you doing work yourself. If you aren’t doing anything, you’re not filling journals, then the laborers can’t work without you, without your notes. Remember that laborers in Albion Online are not just a passive income source; it’s a multiplier on what you’re already getting.
# How Laborers and Journal Work
Laborers can perform a variety of tasks for you, and this is to allow you to suit them to your playstyle. So if you’re a gatherer, you probably want to fill your house with gathering laborers. People who cut wood, or gather stone, or gather iron ore. To give a task to a laborer, you will need to give them a journal. A journal is an item you can acquire in an empty state from the laborer himself. So a woodcutter, for example, will be selling you woodcutting journals. And when you then go out and collect wood yourself, every time you do it a note will be put into the journal.
When you’ve you’ve got a nice full journal full of notes, then you take it back to your laborer and say, “Here’s my notes for the day, go do something useful with this.” And they’ll follow your notes, and go and cut down trees themselves and bring you back some more wood. You probably want to pick a laborer that matches the kinds of things you normally do in the game. If you do a lot of gathering, like you cut a lot of trees down, a wood cutting laborer would be really good for you, a lumberjack. If you mine a lot you want a mining type laborer. If you craft, there are crafting laborers. And if you spend a lot of time hunting the various factions in Albion, you can hire a mercenary laborer who will do that for you as well.
# How to Leveling Laborers
Laborers level up by performing tasks. The more tasks they do, the more experience they will gain, and once they’ve gained enough experience they will be ready to level up. By upgrading your laborers, they will perform better, they will give you more resources for each task you give them, and they will be able to give you better resources. Leveling them up, however, comes at a cost. They will rise in their expectations. They will require better furniture, better decorations to be happy, because they now feel they deserve it.
# Increasing Laborers Happiness
Much like in real life, you need to keep your workers happy in Albion online. If you’ve got some laborers then they’re going to have certain requirements. They’re going to want a decent bed and a decent table.
However, there are a lot of ways to go beyond this. For example, by placing trophies which are specific to the laborers interests, you can increase their happiness. A mercenary, for example, will be very interested in martial trophies. So if you have weapons or armors displayed on the wall, he will become happy. A woodcutter will be more interested in samples of woods or small saplings that you place in the house, and therefore your house will start to reflect the types of laborers that you have in them.
If your laborers are unhappy, then as they lose happiness, which happens over time, they will start to return less from their jobs, they’re not working as hard, they’re not as motivated, they’re not as effective. Below a certain point, they just won’t work for you anymore. They’ll stay in your house, but they won’t go out on jobs because they’re just not getting a good night’s sleep and they don’t feel up to it.
One of the interesting things about the way the laborers are set up is that they can’t just replace you doing work yourself. If you aren’t doing anything, you’re not filling journals, then the laborers can’t work without you, without your notes. Remember that laborers in Albion Online are not just a passive income source; it’s a multiplier on what you’re already getting.
Sunday, 29 May 2016
Albion Online's Summer Goals
Time doesn't wait you in this Era of rapid development. And just a day after launching its massive Darian patch, Albion Online has posted up a Q&A video and roadmap summary for its summer goals. Darian itself will be the last update before the big beta wipe, and then beta 2 will kick off in July for a few months. Launch, presumably, will land in the fall.
On the Q&A video, Game Director Robin Henkys reiterates that Albion is intending to appeal to hardcore PvP sandbox players as well as a wider audience of “players who are not immediately aligned with the idea of risking everything they’ve played for a long time to someone just killing them.” Henkys says that the two groups synergize, create goods for each other, and become targets and allies. He also doesn’t dismiss the idea of future “seasonality,” suggesting that it could be fun to pop an Atlantis-style island out of the sea for a month and let players exploit the heck out of it. Check out the whole video below.
At last, do you want to learn more? Please click UPAlbion.com.
On the Q&A video, Game Director Robin Henkys reiterates that Albion is intending to appeal to hardcore PvP sandbox players as well as a wider audience of “players who are not immediately aligned with the idea of risking everything they’ve played for a long time to someone just killing them.” Henkys says that the two groups synergize, create goods for each other, and become targets and allies. He also doesn’t dismiss the idea of future “seasonality,” suggesting that it could be fun to pop an Atlantis-style island out of the sea for a month and let players exploit the heck out of it. Check out the whole video below.
At last, do you want to learn more? Please click UPAlbion.com.
Thursday, 26 May 2016
In Addition to The Dungeon How Earn More Money in Albion Online
In fact, raising and selling mounts is one of the best ways of earning albion silver in Albion Online, second only to running through dungeons and defeating bosses.
The following video will guide you through the different steps you’ll need to go through to raise horses and oxes.
The following video will guide you through the different steps you’ll need to go through to raise horses and oxes.
Tuesday, 24 May 2016
Albion Crafting - Gathering / Farms and Refining / Pastures
Now, we will talking Crafting. Crafting is the final step of a three-part process to create usable items, after Gathering / Farms and Refining / Pastures. The great majority of equipment and consumable items in Albion Online are made via crafting.
Crafting is developed separately from both Gathering and Refining on the Destiny Board. In addition, Crafting is divided thoroughly into very specific specialties. And then, the other should needs albion gold.
# Crafting Buildings
Like Refining, all crafting is done at a particular Building:
– Toolmaker: Tools, Accessories, and Furniture
– Alchemist’s Lab: Potions
– Cook: Food
– Saddler: Mounts
– Workbench: Basic equipment for new characters
– Warrior’s Forge: Warrior weapons and Plate armor
– Mage’s Tower: Mage weapons and Cloth armor
– Hunter’s Lodge: Hunter weapons and Leather armor
The crafting of Potions, Food, and Mounts are unlocked through Farming, while all other items listed above are unlocked through Trainee Craftsman.
# Spells & Reforging
Equipped items such as weapons and armor provide new abilities and/or perks to wearers, called Spells.
Weapons provide three active Spells (attacks) on Q, W, and E, armors provide three active Spells (defensive) on R, D, and F, and most non-weapon equipment provides a single passive Spell.
Often, several Spells will be available for a particular slot, especially when selecting a passive, but only one Spell can be active in any one slot at a time. This choice is first made when crafting the item, but Reforging allows players to change the Spells of their armor at any Repair Station.
# Hierarchy
Start
* Trainee Craftsman
Journeyman Toolmaker
– Demolition Hammer Crafter
– Sickle Crafter
– Skinning Knife Crafter
– Pickaxe Crafter
– Stone Hammer Crafter
– Axe Crafter
– Cape Tailor
– Bag Tailor
Journeyman Mage’s Tower Crafter
– Fire Staff Crafter
– [etc.]
Journeyman Hunter’s Lodge Crafter
– Bow Crafter
– [etc.]
Journeyman Warrior’s Forge Crafter
– Broadsword Crafter
– [etc.]
* Trainee Farmer
Alchemist
Cook
Harvester
– Mount Trainer
Crafting is developed separately from both Gathering and Refining on the Destiny Board. In addition, Crafting is divided thoroughly into very specific specialties. And then, the other should needs albion gold.
# Crafting Buildings
Like Refining, all crafting is done at a particular Building:
– Toolmaker: Tools, Accessories, and Furniture
– Alchemist’s Lab: Potions
– Cook: Food
– Saddler: Mounts
– Workbench: Basic equipment for new characters
– Warrior’s Forge: Warrior weapons and Plate armor
– Mage’s Tower: Mage weapons and Cloth armor
– Hunter’s Lodge: Hunter weapons and Leather armor
The crafting of Potions, Food, and Mounts are unlocked through Farming, while all other items listed above are unlocked through Trainee Craftsman.
# Spells & Reforging
Equipped items such as weapons and armor provide new abilities and/or perks to wearers, called Spells.
Weapons provide three active Spells (attacks) on Q, W, and E, armors provide three active Spells (defensive) on R, D, and F, and most non-weapon equipment provides a single passive Spell.
Often, several Spells will be available for a particular slot, especially when selecting a passive, but only one Spell can be active in any one slot at a time. This choice is first made when crafting the item, but Reforging allows players to change the Spells of their armor at any Repair Station.
# Hierarchy
Start
* Trainee Craftsman
Journeyman Toolmaker
– Demolition Hammer Crafter
– Sickle Crafter
– Skinning Knife Crafter
– Pickaxe Crafter
– Stone Hammer Crafter
– Axe Crafter
– Cape Tailor
– Bag Tailor
Journeyman Mage’s Tower Crafter
– Fire Staff Crafter
– [etc.]
Journeyman Hunter’s Lodge Crafter
– Bow Crafter
– [etc.]
Journeyman Warrior’s Forge Crafter
– Broadsword Crafter
– [etc.]
* Trainee Farmer
Alchemist
Cook
Harvester
– Mount Trainer
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