Combat Balance Changes - Realm Divided Patch 5 - Version 30.050.1 - March 11, 2026

2026年3月11日

Source: https://forum.albiononline.com/index.php/Thread/221000-11-March-2026-Combat-Balance-Changes-Realm-Divided-Patch-5/

Combat Balance Changes - Realm Divided Patch 5 - Version 30.050.1 - March 11, 2026


Arcane Staffs

Enigmatic Staff has been given a slightly larger area and its self-slow has been reduced to enable it to be more effective in large-scale PvP.
  • Protective Beam (Enigmatic Staff)
    • Area size: 6m → 6.5m
    • Self-slow: 50% → 30%
Bows

Many bows have been overperforming, mostly due to the new Multishot being too powerful, so its damage has been reduced.
  • Multishot (all Bows)
    • Damage vs players: 100 → 94
Although bows in general have been overperforming, Bow of Badon has been leading the pack, so Raging Storm’s damage has also been reduced.
  • Raging Storm (Bow of Badon)
    • Damage per tick: 23 → 21 (maximum damage: 552 → 504)
Cursed Staffs

Following Realm Divided Part II’s DPS increase, Dark Matter has received some usability-focused improvements.
  • Dark Matter (all Curse Staffs)
    • Hit delay: 0.2s → 0.1s
    • Stand time: 0.4s → 0.2s
    • Energy cost: 16 → 13
Daggers

Demonfang has caught a few stray resilience penetration nerfs, so some flat damage has been added to compensate.
  • Blood Ritual (Demonfang)
    • Damage: 120 → 130
Chain Slash’s chain range has been increased, as it was slightly too short to effectively chain to enemies in small-scale PvP. Its initial cast range remains at 6m to guard against excessive mobility in 1v1.
  • Chain Slash (all Daggers)
    • Chain range: 6m → 7m (initial cast range unchanged at 6m)
The height of Shadow Edge’s VFX has been moved closer to the ground to better match its hitbox, making it easier to aim and land.
  • Shadow Edge (all Daggers)
    • Adjusted VFX to more accurately match the hitbox
Frost Staffs

Frozen Hell has been given an additional effect to help it function better as a powerful defensive tank in PvP.
  • Frozen Hell (Icicle Staff)
    • Now has a 3.5m radius area in the center where an additional 30% slow is applied
Holy Staffs

Since its previous buff, Holy Beam has been steadily dominating across many different group sizes. Therefore, its maximum healing output has been reduced, with a greater reduction applied to the earlier ticks.
  • Holy Beam (all Holy Staffs)
    • Initial healing: 60 → 50
    • Healing increase per tick: 5 → 6
    • Total healing: 525 → 476
Maces

An amazing 10,000% damage increase has been applied to Bedrock Mace, alongside a change to how the knock-up functions against mobs, making it significantly more functional in PvE.
  • Force of Nature (Bedrock Mace)
    • Damage: 1 → 100
    • No longer taunts mobs
    • Knockback → Knock up for 0.6s (mobs only, player knockback unchanged)
Nature Staffs

Since the Crystal League now has proper double healer protection, Protection of Nature’s direct healing has been replaced with a stronger healing received buff, allowing Nature healers to support allies again without contributing to healing sickness.
  • Protection of Nature (all Nature Staffs)
    • No longer applies direct healing
    • Healing received buff: 35% → 40%
Rejuvenating Breeze has potential as a counter to brawler chip damage. To encourage this, the maximum targets it can hit has been increased.
  • Rejuvenating Breeze (all Nature Staffs)
    • Max targets: 10 → 20
Shapeshifter Staffs

Pounce has been given CC immunity to make some of Prowling Staff’s worst match-ups more playable. Cartwheel will no longer be able to deny every Pounce.
  • Pounce (Prowling Staff)
    • Immune to CC (not damage) while dashing
Spears

Forest of Spears’ cooldown has been reduced to match Impaler, making it clearer what the damage-focused option should be.
  • Forest of Spears (all Spears)
    • Cooldown: 15s → 12s
Armors

Taunt’s hit delay and stand time have been reduced to make it feel smoother to use in both PvE and PvP.
  • Taunt (all Plate Armors)
    • Hit delay: 0.4s → 0.2s
    • Stand time: 0.4s → 0.2s
Shoes

The recent damage reduction has been a good first step, but Assassin Shoe users have still been too sticky for many builds to deal with. Their high range has been enabling new builds that were not otherwise viable, yet the consistency and reliability of Swift Cut have been too high for many other builds to handle, pushing them out of the meta.
  • Swift Cut (Assassin Shoes)
    • Dash speed: 34 → 30
    • Cooldown: 12s → 14s
Battle Mounts

Command Mammoth has been too powerful as a backline bomb buffer. Its high overcap damage buff has been allowing bomb squads to kill opponents too quickly and too reliably, so the maximum damage increase has been reduced.
  • Charge! (Command Mammoth)
    • Damage vs. players buff: 20% → 15%
  • High Command (Command Mammoth)
    • Damage vs. players buff: 40% → 30%
Earth Shatter’s knockback has been changed to a knock-up, allowing Command Mammoth players to take more aggressive positions and set up their team mates.
  • Earth Shatter (Command Mammoth)
    • 16m (0.533s duration) knockback → 1.2s knock-up