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PATCH NOTESDRAGONFIRE PATCH 5 · NDA PLAYTEST

Dragonfire Patch 5: All Buffs & Nerfs (Pre-Patch)

Every Dragonfire Patch 5 NDA balance change for Albion Online, including Cloth Robe resilience penetration, Energy Shaper, Mistpiercer, War Gloves, Evensong and Dragonslayer Jacket.

By HabonisNovember 6, 2026Pre-patch, subject to change
Dragonfire Albion Online patch notes artwork
Energy Shaper first tick106 → 74Early burst reduced
Mistpiercer damage178 → 169Lucent Hawk nerf
All Cloth Robes0% → 15%Resilience Penetration
Dawnsong cast range15m → 12mFlaming Phoenix range nerf
QUICK OVERVIEW

Every Dragonfire Patch 5 Balance Change

Browse all 20 changes, including reworks, buffs, nerfs and hitbox fixes. Filter by change type or weapon category to see exact before and after values, important mechanics and practical gameplay effects. Percentages refer to individual stats, not overall item strength.

Showing 20 of 20 balance changes. Percentages show the exact change to the named stat, not an overall weapon strength rating.

Arcane Staffs · Evensong

Dark Sphere

SYSTEM
REWORK
damage instead of utility
BEFORE112 impact
AFTER179 impact
Impact damage
  • Dark Aura targets: 3 → 1; new damage over time: 31 magical damage every 0.9s for 5 ticks (155 total).
  • Damage dealt reduction and healing received reduction removed. Slow: 15% → 25%.
  • Cooldown changes from scaling to a fixed 25s. The effect is no longer conventionally cleansable, except by DoT removal.

A major shift from group debuffs toward stronger direct and damage-over-time pressure, but with less multi-target utility.

Axes · All Axes

Battle Rush

SYSTEM
REWORK
sustain-focused dash
BEFOREHealing modifiers
AFTER15% lifesteal
On landing within 5m of at least one enemy
  • Removes the 20% reduction to enemy healing received and the 20% healing received bonus to allies.
  • Landing with at least one enemy within 5m grants 15% lifesteal for 4 seconds.

Changes a healing utility dash into a self-sustain option, especially relevant for solo Axe builds.

Axes · Greataxe

Whirlwind

BUFF
IMPROVED
damage scaling reliability
BEFOREPer target
AFTERAny target hit
Consecutive-hit damage ramp
  • Damage continues ramping if at least one enemy is hit, even when another target avoids a tick.
  • The ability's base damage and damage increase per consecutive hit are not changed.

More consistent damage while spinning through several enemies; one enemy avoiding a hit no longer ends scaling if others are still being hit.

Bows · Mistpiercer

Lucent Hawk

NERF
−5.1%
damage per projectile
BEFORE178
AFTER169
Damage per bolt
  • Multiple projectile hits still add up; number of available casts and ability range are unchanged.

Slightly less burst damage, ahead of the cloth armor resilience penetration adjustments.

Crossbows · Energy Shaper

Divine Engine

SYSTEM
SHIFTED
damage to later ticks
BEFORE106 first tick
AFTER74 first tick
Damage against players per channel tick
  • Each consecutive tick gains 8 damage. Final tick: 106 → 138.
  • Total damage of a complete channel remains unchanged. Early ticks deal less; late ticks deal more.

Reduces sudden off-screen early burst without removing full-channel damage, rewarding crowd-control coordination.

Crossbows · Heavy Crossbow

Sweeping Bolt

NERF
−57.1%
hitbox duration
BEFORE0.7s
AFTER0.3s
Projectile hit detection window
  • Damage, interrupt effect, and cooldown are unchanged.

A hitbox correction that reduces the chance of walking into invisible lingering damage after the projectile passes.

Daggers · Dagger Pair

Slit Throat

SYSTEM
W RESET
on E cast
BEFOREBleed + anti-heal
AFTERW cooldown reset
Slit Throat follow-up effect
  • Removes the bleed effect and the healing received reduction.
  • Casting Slit Throat now immediately resets the W ability, creating a mobility or burst follow-up.

Trades guaranteed bleed and anti-heal for combo flexibility: re-use W to escape, chase, or deal more damage.

Fire Staffs · Dawnsong

Flaming Phoenix

NERF
−20%
cast range
BEFORE15m
AFTER12m
Maximum cast range
  • The phoenix's 18m attack length, damage and healing received reduction are unchanged.

Dawnsong players must cast from 3 meters closer to the fight, making safe positioning harder.

Frost Staffs · All Frost Staffs

Frost Beam

BUFF
+25%
AoE radius
BEFORE4m
AFTER5m
Area radius around target
  • Channel damage, slow strength, attack speed reduction, and cooldown are unchanged.

A larger area makes Frost Beam's damage and crowd control more reliable in group PvP.

Frost Staffs · All Frost Staffs

Glacial Obelisk

SYSTEM
NEW SHIELD
on recast
BEFORERecast damage
AFTER200 shield
Recast effect
  • Damage on recast is removed. Recasting now provides a 200-point shield for 3 seconds.
  • Ending the obelisk early still sacrifices the remainder of its ally buffs.

Turns the recast into a defensive decision instead of a damage detonation, reinforcing the ability's support role.

Holy Staffs · All Holy Staffs

Holy Flash

NERF
−15.4%
cast range
BEFORE13m
AFTER11m
Maximum cast range
  • Healing amount and the 5m healing radius are unchanged.

Holy healers must position 2 meters closer to allies, increasing exposure to enemy pressure.

Nature Staffs · Wild Staff

Well of Life

BUFF
+25%
total healing
BEFORE276
AFTER345
Healing across the full effect
  • New instant heal of 69 on cast, followed by the existing heal over time.
  • The healing area still requires careful placement and allies staying in it for maximum value.

Provides immediate healing even when allies cannot remain in the area for the entire duration.

Spears · Trinity Spear

Spectral Trident

NERF
−60%
hitbox duration
BEFORE0.5s
AFTER0.2s
Impact damage and root detection window
  • Impact damage, root duration, and ally movement/attack speed bonuses are unchanged.

Removes the lingering invisible impact/root window without changing successful direct hits.

War Gloves · All War Gloves

Devastating Combo

SYSTEM
STUN → ROOT
first punch crowd control
BEFOREStun · 15s CD
AFTERRoot · 12s CD
CC type and cooldown
  • The first hit changes from stun to root, allowing opponents to use defensives and certain escapes.
  • Cooldown: 15s → 12s (20% shorter); the second hit still deals damage and knocks enemies back.

More counterplay against the combo but more frequent opportunities to use it.

War Gloves · Fists of Avalon

Purifying Combination

NERF
−60%
Power Punch hitbox duration
BEFORE0.5s
AFTER0.2s
Second strike hit detection window
  • Damage, buff purge, and crowd control properties are unchanged.

A hitbox fix that prevents the Power Punch from affecting enemies who enter an invisible lingering hitbox.

War Gloves · Ravenstrike Cestus

Earth Crusher

BUFF
NEW
early-charge knockup
BEFOREFull charge only
AFTERAll charge levels
Knockup from releasing the channel
  • All charge stages now knock up for 0.7s; a fully charged Earth Crusher still knocks up for 1.4s.
  • The damage and area continue to increase with longer charge.

You can release the channel earlier to interrupt or control enemies without needing a full charge.

Helmets · Knight Helmet

Displacement Immunity

SYSTEM
NEW
slow immunity
BEFORE7s
AFTER5s
Protection duration
  • Now prevents slows as well as displacement effects.
  • Duration: 7s → 5s (2 seconds shorter), so protection lasts less time.

Better protection against slow-heavy enemies, but with a shorter window for team engages and escapes.

Jackets · Dragonslayer Jacket

Wings of Fire

SYSTEM
REWORK
damage traded for immunity
BEFORE+15% damage
AFTERFull jump immunity
Area damage bonus and jump protection
  • Removes the 15% bonus damage while inside the area.
  • Jump immunity changes from crowd-control immunity to full immunity. The cooldown rate bonus and protection from outside the area remain.

Less damage for large-scale PvP, but a safer jump and stronger defensive reliability in smaller fights.

Cloth Robes · All Cloth Robes

Resilience Penetration

BUFF
+15 pp
(percentage points)resilience penetration
BEFORE0%
AFTER15%
Resilience Penetration on cloth robes
  • All damage dealt by a cloth wearer now benefits from 15% Resilience Penetration.
  • This reduces the effectiveness of enemy resilience, especially in large group PvP. It does not make cloth wearers more durable.

A large-scale PvP damage buff meant to make cloth DPS more attractive despite its lower survivability.

Misc · 2v2 Hellgates

Lava defense penalty

SYSTEM
−25 pp
(percentage points)defense reduction
BEFORE50%
AFTER25%
Lava defense decrease against players
  • The magnitude of the defense penalty is halved; lava remains part of the 2v2 Hellgate fight.

Lava should be less punishing, so the arena hazard is less likely to decide PvP fights.

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01 · RANGED WEAPONS

Energy Shaper, Mistpiercer and Heavy Crossbow

Energy Shaper shifts Divine Engine damage away from the opening ticks without reducing total full-channel damage. Mistpiercer deals slightly less damage per Lucent Hawk bolt, and Heavy Crossbow's Sweeping Bolt has a shorter hitbox window.

Energy Shaper first tick106 → 74

Final tick: 106 → 138

Mistpiercer damage178 → 169

Per Lucent Hawk bolt

Heavy Crossbow hitbox0.7s → 0.3s

Sweeping Bolt detection

02 · WEAPONS

Reworks and Buffs Across Weapon Trees

Evensong trades its damage and healing debuffs for stronger damage over time. Dagger Pair loses bleed and anti-heal but resets W when Slit Throat is cast. Battle Rush changes into an Axe lifesteal option. Frost, Nature, Spears, Fire Staffs and War Gloves also receive adjustments; browse every number in the filtered cards above.

Evensong impact damage112 → 179

New 155-damage DoT

Dagger Pair Slit ThroatW RESET

Bleed and anti-heal removed

Devastating Combo15s → 12s

Stun becomes root

03 · ARMOR

Cloth Robes, Dragonslayer Jacket and Knight Helmet

All Cloth Robes gain Resilience Penetration to make cloth damage more effective in large scale PvP. Dragonslayer Jacket loses its area damage bonus in exchange for full immunity while jumping, while Knight Helmet adds slow immunity but shortens the protection duration.

All Cloth Robes0% → 15%

Resilience Penetration

Dragonslayer Jacket−15%

Area damage bonus removed

Knight Helmet7s → 5s

Slow immunity added

04 · MISCELLANEOUS

2v2 Hellgate Lava Adjustment

In 2v2 Hellgates, the lava defense decrease against players drops from 50% to 25%, reducing how strongly the environmental hazard affects fights.

Lava defense decrease50% → 25%

Penalty halved

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