If you’re expecting classic tick-based combat from old-school RuneScape… Surprise! You’re in for something a little different. RuneScape: Dragonwilds flips the script with a real-time action combat system that’s more Valheim than Varrock. Here’s a breakdown of how combat works, what styles are available, and how to survive without getting clobbered by a dragon the size of a cottage.
Combat Basics – Dodge, Block, Repeat
Combat in Dragonwilds is third-person and real-time. That means no attack speeds, no prayer flicking, and no waiting around while your opponent takes turns. You’re dodging, parrying, and swinging in real-time.
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WASD movement with dodge rolls and jump attacks
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Parrying and blocking are confirmed, including perfect parries for bonus impact
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Dodging uses stamina, same as running
So yeah, this is more Dark Souls than it is Duel Arena.
No Locked Classes – You’re Whatever You Want
There are no classes in Dragonwilds. None. You start out as a bald guy in green pants and choose your path based on what gear and skills you train.
Want to be a ranged-only goblin hunter? Go for it. Prefer to tank with a big shield and bash wolves with a frying pan? That’s also valid.
Your combat identity comes from your gear and your skills:
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Attack – for melee weapons
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Ranged – for bows and crossbows
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Magic – for spellcasting using runes
Weapons & Gear – Slot-Based Progression
Each gear type has its own style and benefits:
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Melee users get access to blocking, shields, and abilities like Tempest Shield (a giant wind barrier).
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Ranged players can kite enemies and launch precise volleys.
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Magic users spend runes to cast elemental attacks like fireballs or knockback gusts.
Weapons and armor are tiered and come with durability. You can repair gear using spells like Magical Mending—just drop your broken stuff, cast the spell, and it magically snaps back into your hands like a boomerang made of armor.
Magic & Skill Spells – The Game-Changer
Dragonwilds adds a magical twist to every part of survival—including combat. The magic system uses a mix of runes and skills to unlock powerful spell effects. These aren’t just combat abilities—they’re also woven into non-combat roles like crafting and gathering.
Here are some specific examples of combat-specific spells:
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Tempest Shield (Melee) – A giant air shield for blocking enemy attacks
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Elemental Spells (Magic) – Fire and air spells to burn or push enemies
More spell types are planned as updates roll out, and you’ll need to level RuneCrafting and gather runes to keep casting. So yes, the grind is still very RuneScape-y, just with cooler animations and, honestly cooler combat.
PvP – Sort of, Kind of, Maybe
There is no formal PvP mode yet, but there is a friendly fire toggle you can enable when setting up your world. If you’re feeling spicy, you and your squad can throw down in 1v1 duels to see who’s really the better ranger.
That said, PvP is still “janky” and labeled experimental. It may become a bigger thing later, possibly with dedicated PvP worlds or risk mechanics.
Combat Roles – Build Your Team
You can play solo or co-op (up to 4 players), and team roles do matter.
Here’s how the triangle usually shakes out:
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Tank (Melee + Tempest Shield): Soaks damage and draws aggro
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DPS (Ranged or Melee): Focuses on burst damage
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Mage (Magic + Runecrafting): Deals AoE and support spells
There’s room for hybrid builds too. Just remember, combat here is about flexibility and not cookie-cutter class builds.
Final Blurb
Combat in RuneScape: Dragonwilds is fast, active, and a little unpredictable. You won’t be locking into a role like you would in a traditional MMO, but you also won’t be standing still spamming one ability. Doesn’t really matter if you’re dodging fireballs, parrying goblins, or lobbing spell grenades, the combat feels like classic RuneScape got dumped into a fantasy survival blender and that’s exactly the point.
More dragons, more spells, and more challenges coming with each update. Until then, grab your pan, dodge wisely, and try not to get eaten.