What Albion Meter is

Albion Meter is a free damage and healing meter for Albion Online. It runs on your own computer, listens to the network traffic the game client already receives and turns combat events into live statistics for your whole party: damage per second (DPS), healing per second (HPS), total damage, total healing and the share of each player.

Unlike tools that read the game’s memory or inject code, Albion Meter is a passive observer. It never sends anything to the game servers, never changes the client and never automates any action. The interface is a local web page served by the program itself at http://127.0.0.1:5187, so nothing leaves your machine.

It was built for groups that run dungeons together and want honest numbers after each pack: who carried the damage, who kept the party alive, which weapon and which ability did the work, and how each floor compared with the others.

Requirements

  • Windows 10 or 11 (64-bit), or a 64-bit Linux distribution with libpcap.
  • Albion Online installed and running on the same computer.
  • Administrator rights on Windows, or permission to capture packets on Linux (explained below).
  • Any modern browser to open the interface: Chrome, Edge, Firefox or Safari.

The download is self-contained: the .NET runtime is included, so you do not need to install .NET, Visual C++ packages or anything else.

Installing on Windows

  1. Download the Windows package from the download section of the home page.
  2. If you downloaded the portable ZIP, right-click it and choose “Extract All…”. Extract the whole folder — running the program from inside the ZIP does not work.
  3. Open AlbionMeter.Server.exe. Windows asks for administrator permission; accept it. Packet capture through the system socket needs these rights.
  4. The first time you start a capture, the program creates a Windows Firewall rule for itself so the game traffic can be observed.
  5. A console window opens with the address http://127.0.0.1:5187/. Open it in your browser and keep the console window open while you play.

Windows SmartScreen may warn about a new, unsigned program. Check that the SHA-256 checksum of your file matches the one shown on the download card before choosing “Run anyway”.

Npcap is optional. The default capture method is the Windows system socket. If Npcap is already installed you can select it under Data → Capture method, which is useful on some VPN or virtual network setups.

Installing on Linux

  1. Install libpcap with your package manager (for example libpcap on Arch, libpcap0.8 on Debian and Ubuntu).
  2. Extract the archive to a folder of your choice.
  3. Allow the program to capture packets without running as root:
sudo setcap cap_net_raw=ep ./AlbionMeter.Server
  1. Run ./AlbionMeter.Server from a terminal and open http://127.0.0.1:5187/ in your browser.

Every time you replace the executable with a new version you need to run the setcap command again, because the capability is attached to the file.

Recording your first dungeon

Capture starts automatically when the program opens, so players are already recognized when you enter a dungeon. Recording an encounter, however, is always your decision:

  1. Open the Overview page and press Play to create a new encounter.
  2. Play normally. Party DPS, HPS and the per-player table update several times per second.
  3. Use Pause to freeze the numbers and Resume to continue the same encounter, for example while the party regroups.
  4. Press Stop to save the encounter. The next Play starts from zero.

While recording inside a dungeon, the meter notices each floor change and files the encounter under the right floor of the run. Everything is saved to a local SQLite database every 30 seconds and whenever you pause or stop.

Reading the numbers

Each metric answers a different question, so it is worth knowing exactly how they are calculated:

  • Encounter DPS / HPS: total damage or healing divided by the time of the encounter. It is the fairest single number for comparing players in the same fight.
  • Rolling DPS (5 s): the damage of the last five seconds. It shows bursts and quiet moments while you play.
  • Share: the percentage of the party’s total damage or healing done by that player.
  • Dungeon average: the total contribution divided by the total time of all recorded encounters in that dungeon, so long walks between packs do not drag the number down.

Damage can include overkill — the last hit on a mob counts in full even if it had little health left. Healing is the healing observed in the packets: overheal is not subtracted yet, so it shows healing applied rather than health actually restored.

The timeline groups combat into one-second buckets. Click or drag on it to analyze an interval and see who did what in exactly that moment.

The dungeon journal

Every run becomes a record in the Dungeons page with its floors in the order they were discovered. For each run you can see the total damage and healing, party DPS and HPS, the time spent fighting and a combined timeline of all floors.

Progression by floor puts each player’s numbers for floor 1, 2 and 3 side by side. It is the quickest way to see whether someone was carrying the early floors or only woke up for the final boss.

You can export a single dungeon or your whole history to share with your group, and import it on another computer.

Damage by item and ability

Albion Meter links each damage and healing event to the item that caused it — main hand weapon, off-hand, helmet, chest, shoes or cape — using the game’s own item and spell data. Expanding a player shows every source with its tier and enchantment, and splits the total into ability, auto attack and passive.

This makes it easy to answer questions like “how much of my damage was the Q ability?” or “did the cape passive actually matter?”.

How players are identified

The game gives every player a new object id each time they enter a zone, so names have to be matched to ids from evidence. Albion Meter uses the character GUID, the party list, the gear announced by the game and the skills each player casts.

If a player has not been proven yet, their damage is kept and credited as soon as their identity is confirmed. If the evidence only narrows it down to a few candidates, the record shows the possible names instead of guessing. “Weapon not observed” means the game did not send that player’s equipment while the meter was running; their damage per item still appears when the source is proven by combat events.

Troubleshooting

  • Nothing appears when I play: make sure the program is running as administrator on Windows, or that you ran setcap on Linux. Then check Data → Capture method and pick the network interface your game uses.
  • The page does not open: confirm the console window is still open and visit http://127.0.0.1:5187/ manually. If the console says the port is in use, another copy is already running.
  • Using a VPN or ExitLag-style tool: choose the virtual interface created by that tool in Data, or install Npcap and select it.
  • A player shows as unidentified: they will usually be resolved after a zone change or when they enter your field of view.
  • Numbers look too low after a long walk: compare encounter DPS rather than the rolling 5-second value, which drops to zero between packs.

If you are stuck, join the Discord community and include a screenshot of the Data page — it shows the capture status and helps a lot.

Updating and keeping your history

Download the new version from this site and extract it next to the old one. On Windows the portable package keeps records and settings in the data folder beside the executable: copy that folder to the new version to keep your history. On Linux your records live in your user data folder and are picked up automatically.

Release notes for every version are listed on the changelog page.