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

RuneScape: Dragonwilds · Community Announcements · June 26, 2026

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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: 

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. 

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

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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