RuneScape: Dragonwilds Combat Reworks - Stamina Notes (26th June 2026)
The word 'clunky' kept coming up in player feedback. Dragonwilds is finally doing something about it.

RuneScape: Dragonwilds heard the feedback loud and clear, combat felt clunky. Patch 0.12.1 arriving in July is the studio's answer, and it's a proper overhaul.
Stamina management gets a real rework: parrying now restores 50% of your max stamina and triggers a cinematic Visceral Attack, which actually gives you a reason to block instead of just taking hits. Jumping costs drop from 20 to 10 stamina, and you can now cycle through runes and arrows mid-combat without opening your inventory. Animation canceling arrives across the board, you can cancel skill spells, magic attacks, and weapon swaps fluidly, which should eliminate a lot of that sluggish feeling players complained about.
The big additions are wands (fast, mobile magic weapons) and the return of Special Attacks, a classic Old School mechanic that limits frequency but makes each hit feel impactful. You'll also walk during certain spell casts, attack while sprinting, and get improved block windows. Fall damage is being rebalanced too, with Agility perks softening the punishment.
Look for the full breakdown of stamina rebalancing and the nine new enemy variations coming to Brynmoor and beyond.
Full Patch Notes
▲ Buff▼ Nerf◆ TweakWe'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:
- 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.
- 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 also improving the UI to show the damage mitigated.
- This will also give you a little bit of protection while you cast to stop you getting interrupted while you cast this particular spell.
OK Mod Doom, that's super cool, but what else is in 0.12.1? 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".
- 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!
But that's not all! With 1.0's release, we're also adding even more:
- 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.
- Swapping to a 2H weapon and then back to a 1H weapon will automatically re-equip your off-hand item too.
- 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.
Stay on top of every update — find all the latest patch notes and gaming news at XP Gained. Join our Discord for live patch note alerts and discussion.
Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
Related Posts

RuneScape: Dragonwilds 0.12.0.4 Patch Notes (25th June 2026)
The latest patch tackles fishing accessibility and crafting flow issues affecting Umbral Sands.

RuneScape: Dragonwilds 0.12.0.2 & Investgating Notes (24th June 2026)
RuneScape: Dragonwilds patches localisation issues and tackles a growing list of bugs affecting Umbral Sands.

RuneScape: Dragonwilds Eye on Ashenfall, 0.12.0 Notes (22nd June 2026)
RuneScape: Dragonwilds drops the Umbral Sands tomorrow, a desert region with dynamic weather, new bosses including Fuzan, and a boss-rush arena called the Nightmare Crucible.