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RuneScape: DragonwildsNewsCombat Rework: Stamina, Parrying, Dodging and Animation Cancels | 0.12.1 Preview
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Combat Rework: Stamina, Parrying, Dodging and Animation Cancels | 0.12.1 Preview

RuneScape: Dragonwilds · published 26 Jun 2026, 16:21 UTC

All newsPlayers around this dateRead on Steam

We're making combat less clunky - here's a look at what's coming in our next few updates. 

For a long time, we've been listening to feedback around combat - your steam reviews, your comments on Reddit and Discord, and replies on our socials, everywhere! We went back and forth, chatting to hundreds of you, combing through thousands of survey responses, and gathering info. One word kept coming up - clunky! Clunky clunky clunky.

We've boiled it down to some core principles. Here's what we want to address: 

  • Blocking doesn't clearly or consistently reduce damage as expected. 

  • Stamina management is a challenge.

  • You want to quick-switch and quick-cast more fluidly.

  • Switching ammo types in combat is punishing.

  • Weapon Specs should feel stronger, and more impactful to use. 

  • You can't move while casting skill spells.

  • You want to really punish enemies for parrying them. 

  • Fall damage hurts.

Right - let's fix that. Enter: The Core Improvements Team. 

In our July update, 0.12.1, we'll be deploying the following changes. There's plenty of content, and the Agility skill, too. We won't get into those yet, we want to focus on Combat today. 

  • With the introduction of the Mystic Forge in 0.12, we're adding the functionality to Upgrade Masterworks and Weapons to higher tiers using "Upgrade Cores". 

  • Swapping to a 2H weapon and then back to a 1H weapon will automatically re-equip your off-hand item too. 

  • We're adding a radial hotwheel for both Controller and Keyboard + Mouse users to speed up selecting primary items, as well as adding the quick cast shortcut for either a spell OR an item.

  • We've had a few reports of players losing the ability to Jump, either due to action inputs going missing, or poor network performance. We've ironed out some creases to make jumping even nicer, as well as the improvements to air control and vertical height already live with 0.12.0.

  • You'll be able to cycle through your runes/arrows in mid combat to save you having to open your inventory.

  • Jumping will cost 10 stamina, down from 20 - reducing further when Agility levels are reached.

  • Fall damage has been rebalanced to start later. As part of the Agility Skill launching with this update, you'll have access to perks that make this even more lenient, as well as a breakfall mechanic that will allow you to absorb damage from higher falls. 

    • Leggings of Lightness, Mounts and Windstep should each be unaffected by this, so your general won't change!

  • We're making good progress on improving performance, additional ambient VFX and tons of optimisation for Fog, trees, grass and even the coastline. All of that is intended to make the experience more stable/smooth for you to focus on what you do best. Smacking the living daylights out of goblins.

  • We're also adding more to the existing jump to improve its "ledge forgiveness" - as in, if you walk off a ledge, there's a small window of time for you to jump before you cartoonishly plummet to your demise. There's more to come with agility, but we'll speak to that separately.

But that's not all! With 1.0's release, we're also adding even more:

  • Camera-relative aiming will become the default controller input.

    • Where your camera is looking will be where your attacks and spells will go.

    • This is currently set to where your character is facing, but is a toggle. We're flipping the default, but anyone who has selected an option will keep their preference. 

  • Damage Telegraph Time

    • Improvements to responsiveness when telegraphing attacks between server and client.

    • Reducing the number of "phantom hits" you get from just-killed enemies, and making your damage output much more in line with what's on screen.

  • We're reducing the Block animation and starting the block window earlier, which means you'll be able to block more often, and more effectively. 

    • We're also improving the UI to show the damage mitigated.

  • We've heard your feedback around casting and switching spells mid-fight. Starting with 0.12.1, you'll be able to WALK (not run) during Tempest Shield, Surge, Enchant Weapons and Spectral Arrow skill spell casts.

  • We're adding extra refinement to camera shake (optional toggle) and feedback on hits. 

  • Players will be able to attack while sprinting as a combo opener. 

  • Parrying successfully will grant you 50% of your max stamina back.

  • Parrying successfully with allow you to land a single, cinematic Visceral Attack, with a camera adjustment so you can savour the satisfying hit.

  • Stamina costs across weapon types will be rebalanced, as well as shield stamina costs.

  • You'll be able to animation cancel from combat actions.

  • You'll be able to animation cancel Skill Spells by blocking or dodging.

  • You'll be able to animation cancel Magic Attacks by blocking or dodging.

  • Increased duration of Enchant Weapon and Spectral Arrows

  • Reduced Cooldown for Tempest Shield and Snare

  • Early-exit cancels for bow and spell attacks. 

  • Dire Wolf attacks shortened so they can't hit you while fully sprinting away from them.

  • We're adding 9 enemy variations to Brynmoor, Ghornfell, Fellhollow and Dowdun Reach, with new attacks that will apply debuff effects - poison, shock, wither rot, etc.

Mum Was Right, I Am Special

The Old School RuneScape classic, the Special Attack bar, is also coming to Dragonwilds.

Players familiar with RuneScape will be familiar with how this will work already, but as of 1.0, Special Attacks will consume a portion of the player's special attack bar. This allows us to strengthen some of these attacks and reduce their stamina costs so that they can be more powerful now that we can limit the frequency of these attacks. Your special attack bar will slowly recharge over time meaning players will want to ensure they time their attacks well to get the most out of their limited special attack potential! You will be able to use them less often, but they will feel more powerful with each use. Things like the Titan's Wrath and the Greatsword Special will hit harder, and be more of an active ability choice.

They'll feel less like "another move", and more like a conscious decision to use a Special Ability. 

One Hit Wand-er

For 1.0, we're also adding a new magic weapon type... Wands! 

Wands are a more mobile, fast-paced way to deal more damage at a comparatively lower damage output. These will still apply buildup of knockdowns, burns and slows that you expect from Air, Fire and Water magic. You'll be able to use wands to move more fluidly in combat and get around, but also hang back with a Staff and lay down more damage if you want!

All of this is in service of making a combat experience that feels truly brilliant, and has been designed around your feedback from the outset. We're so excited to share more with you soon - for now, we hope this is a reassurance that Combat is getting more improvements, and we hope you're excited to get your hands on it soon.

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