Combat Balance Changes - Realm Divided Patch 2 - Version 30.020.1 - December 17, 2025

Disyembre 17, 2025

Source: https://forum.albiononline.com/index.php/Thread/219439-17-December-2025-Combat-Balance-Changes-Realm-Divided-Patch-2/

Combat Balance Changes - Realm Divided Patch 2 - Version 30.020.1 - December 17, 2025


Axes

Internal Bleeding has received a significant damage increase, making enemies think twice before running away.
  • Internal Bleeding (all Axes)
    • Damage dealt to moving targets (per tick): 11→ 20
Bows

Bows have been out-muscling opponents across all content after the recent Multishot changes, so their PvE and PvP damage has been split to give other weapons a fighting chance in PvP if they get close enough.
  • Multishot (all Bows)
    • Damage to players: 116 → 100 (damage to mobs unchanged)
Slow Poison has been adjusted to no longer apply diminishing returns (DR) to its own subsequent slow effects, though it remains affected by any existing slow DR.
  • Slow Poison (all Bows)
    • No longer applies slow diminishing returns (still affected by existing slow diminishing returns)
Undead Arrows has received an increased attack speed bonus to make it a more appealing option outside of ganking.
  • Undead Arrows (Whispering Bow)
    • Attack speed buff: 20% → 30%
Bow of Badon has been too deadly as a solo clapper, so its explosive bolt interaction has been removed.
  • Raging Storm (Bow of Badon)
    • No longer applies explosive arrows on hit
Cursed Staffs

Cursed Sickle has had its stand time reduced to help it compete more effectively with Cursed Tar.
  • Cursed Sickle (all Cursed Staffs)
    • Stand time: 0.4s → 0.3s
Daggers

Twin Slayers have received a movement speed boost on cast, to not only feel more impactful, but also to more reliably reach good positions to recall their daggers.
  • Ring of Death (Twin Slayers)
    • Added: Initial cast now grants 40% movement speed for 2s (removed on recast)
Fire Staffs

Fire Wave has had some of its knockback distance restored, helping it reclaim its role as a quick self-peel tool.
  • Fire Wave (all Fire Staffs)
    • Knockback distance: 2.05m → 4m
Maces

The time window to cast Gravitas after using Close In has been increased, giving players more time to land the fight-winning root.
  • Gravitas (Morning Star)
    • Multispell time window: 3s → 5s
Both the hit delay and stand times on Threatening Smash have been reduced to make the bruiser mace style smoother to play.
  • Threatening Smash (all Maces)
    • Hit delay: 0.4s → 0.2s
    • Stand time: 0.5s → 0.3s
Nature Staffs

A new mechanic has been added to Nature HoTs that won’t immediately close the gap for group PvE healing, but should incentivize bringing at least one Nature Staff along on group adventures. This buff does not apply to the caster.
  • Rejuvenation Charge (all Nature Staffs)
    • Added: 5% defense vs mobs (per stack, others only)
Quarterstaffs

Because mounted players can’t interact with a root area by dashing or cleansing, Soul Shaker has been updated to affect mounts separately, with a shorter duration that respects both diminishing returns and crowd control resistance.
  • Soul Shaker (Grailseeker)
    • Root vs mounted players now has a base duration of 2s (and are affected by diminishing returns and crowd-control resistance)
Quarterstaff has leapt to the top of the Corrupted Dungeon meta, so Vault Leap’s damage has been reduced to keep it in line with alternatives.
  • Vault Leap (Quarterstaff)
    • Damage: 190 → 180
Spears

As with Bows, Slow Poison has been adjusted so it no longer applies diminishing returns (DR) to its own subsequent slow effects, though it remains affected by any existing slow DR.
  • Slow Poison (all Spears)
    • No longer applies slow diminishing returns (still affected by existing slow diminishing returns)
Armors

Soldier Armor has received a mini-rework to function better in solo PvE and offer more interesting options in PvP. It has been turned into a toggle spell with an up-front heal and a persistent downside of increased damage taken. Transformations now remove the effect, while purges remove all Fury damage and CC strength stacks. Stacks can be rebuilt afterward, as long as players are willing to accept the risk of increased damage taken. Its cooldown is effectively longer, as active toggles prevent spells from cooling down.
  • Fury (Soldier Armor)
    • Now a toggle spell (taking damage while active still adds bonus damage and crowd-control strength stacks)
    • Activation restores 30% of missing health
    • While active, defenses are decreased by 10%
Potions

Acid Potion has had its cooldown increased to preserve its power while limiting the frequency of solo one-shot bombing.
  • Acid Potion
    • Cooldown: 60s → 100s
Calming Potion has been updated so it no longer affects guard-type mobs, ensuring Territory guards won’t ignore their guild members when they are getting ganked nearby.
  • Calming Potion
    • No longer affects mobs that guard players (Faction Warfare Outpost mobs, Fortress and Territory mobs, Castle Guard mobs, City Guards)
Sticky Potion has received a small duration increase to better control choke points and other key battlefield locations.
  • Sticky Potion
    • Duration: 6s → 7s