by Staff - [Patch Notes] Another day another patch notes
05 July 2026 (19:18)
Weapon Enchants Update
Older gear with separate Attack and Elemental Damage rolls is being rolled into one Damage stat.
- Happens automatically when you log in
- Relog once after the update so your weapons convert properly
- Same overall power — just one cleaner damage stat instead of two
Wands & Rods
- No mana cost per shot — all wands and rods are free to fire
- Range is now 7 for all wands and rods
- Mana Recovery on gear now triggers reliably on every hit
- Sustain comes from hitting enemies, not from paying mana each shot
Enchant Gems
- Ascended rolls on random enchant gems are now 0.5% (up from before)
- Artifact rolls are now 2.5%
Hexters
Older gear with separate Attack and Elemental Damage rolls is being rolled into one Damage stat.
- Happens automatically when you log in
- Relog once after the update so your weapons convert properly
- Same overall power — just one cleaner damage stat instead of two
Wands & Rods
- No mana cost per shot — all wands and rods are free to fire
- Range is now 7 for all wands and rods
- Mana Recovery on gear now triggers reliably on every hit
- Sustain comes from hitting enemies, not from paying mana each shot
Enchant Gems
- Ascended rolls on random enchant gems are now 0.5% (up from before)
- Artifact rolls are now 2.5%
Hexters
by Staff - [Patch Notes]
03 July 2026 (22:18)
- Green Demon set is now vocation-locked: Slippers (Mage), Helmet (Paladin), Legs & Armor (Knight).
- Random enchant gems now roll rarity using proper weighted odds instead of every rarity being equally likely — high rarities are rarer.
Hexters
- Random enchant gems now roll rarity using proper weighted odds instead of every rarity being equally likely — high rarities are rarer.
Hexters
by Staff - [Balancing Patch] Melee & distance
02 July 2026 (04:10)
unified Damage % New enchants on melee and distance weapons now roll DMG +N% instead of flat Attack, so weapon scaling feels more consistent as you progress. Gear you already have keeps its old stats until you re-enchant or transfer with a copy scroll — nothing changes on existing items until you touch them. This is abit of a nerf to the stat also as it lines up the new stat with all vocations so doesnt matter what voc you are, it boost the dmg by the %.
Wand/rod overhaul — mana on hit Current wands and rods have changed: the base stat no longer adds Ele DMG on hit — it now restores mana instead (based on the weapon’s mana recovery, half in PvP). Wand enchants also roll Damage % like melee and distance, so mage gear follows the same enchant system going forward. The main reason behind this change was to reflect the change about, not making them too OP to the stats of the wearer, instead a small boost to there mana pool that isnt overpowered and isnt mana leech.
Summary
No more + attack rolls on weapons.
And no more +ele% on wands /rods
Its now just a +%damage roll
This will be live for next SS
Again with any other change, i always welcome the feedback
Hexters
Wand/rod overhaul — mana on hit Current wands and rods have changed: the base stat no longer adds Ele DMG on hit — it now restores mana instead (based on the weapon’s mana recovery, half in PvP). Wand enchants also roll Damage % like melee and distance, so mage gear follows the same enchant system going forward. The main reason behind this change was to reflect the change about, not making them too OP to the stats of the wearer, instead a small boost to there mana pool that isnt overpowered and isnt mana leech.
Summary
No more + attack rolls on weapons.
And no more +ele% on wands /rods
Its now just a +%damage roll
This will be live for next SS
Again with any other change, i always welcome the feedback
Hexters
by Staff - [Ascendant Packs] New world event: Ascendant Packs
20 June 2026 (21:55)
Hunting spawns can suddenly fill with Ascendant versions of their normal monsters — stronger, higher level, and worth more. There is no server announcement; you’ll spot them when you’re in the area.
What happens
A random spawn zone is chosen on a timer (roughly every 1–10 minutes)
2–3 Ascendant Packs appear in that zone (4–8 monsters per pack)
They stay clustered like a small war party
Same creatures as that spawn — not elites, not skull mobs — just ascended to a higher level
What “Ascendant” means
Level rolls from the species’ normal max level → double that max
Example: max level 50 → Ascendants are level 50–100
Shown in the name as Wasp [73]
More HP, speed, damage, and bonus XP from the level system
Better loot chances from level scaling:
Level 0 → normal loot
Level 50 → 1.5× drop chances
Level 100+ → 2× drop chances (cap)
Levels with monsters will scale with the above logic, it doesn't have to be an Ascendant pack
Boosts stack
Ascendant loot bonuses work on top of:
World loot events
Personal loot boosts
Boosted spawn zones (hourly rotation)
What to expect
broadcast when a pack spawns
The same zone won’t get Ascendant Packs again for ~15 minutes
Raid zones are excluded
Packs only spawn on walkable tiles
Tips
A tight cluster of high [##] mobs among normal spawns = likely an Ascendant Pack
Great for extra challenge, XP, and loot in familiar hunts — mind your pull size
Can hit any spawn zone, not only the hourly boosted ones (those still give their own bonus if active)
Keep an eye on the level tags — Ascendants don’t announce themselves.
Hexters
What happens
A random spawn zone is chosen on a timer (roughly every 1–10 minutes)
2–3 Ascendant Packs appear in that zone (4–8 monsters per pack)
They stay clustered like a small war party
Same creatures as that spawn — not elites, not skull mobs — just ascended to a higher level
What “Ascendant” means
Level rolls from the species’ normal max level → double that max
Example: max level 50 → Ascendants are level 50–100
Shown in the name as Wasp [73]
More HP, speed, damage, and bonus XP from the level system
Better loot chances from level scaling:
Level 0 → normal loot
Level 50 → 1.5× drop chances
Level 100+ → 2× drop chances (cap)
Levels with monsters will scale with the above logic, it doesn't have to be an Ascendant pack
Boosts stack
Ascendant loot bonuses work on top of:
World loot events
Personal loot boosts
Boosted spawn zones (hourly rotation)
What to expect
broadcast when a pack spawns
The same zone won’t get Ascendant Packs again for ~15 minutes
Raid zones are excluded
Packs only spawn on walkable tiles
Tips
A tight cluster of high [##] mobs among normal spawns = likely an Ascendant Pack
Great for extra challenge, XP, and loot in familiar hunts — mind your pull size
Can hit any spawn zone, not only the hourly boosted ones (those still give their own bonus if active)
Keep an eye on the level tags — Ascendants don’t announce themselves.
Hexters
by Staff - [Healing Update] Healing spells updated to be closer to Real Tibia 2026.
17 June 2026 (01:40)
Knights • Bruise Bane, Wound Cleansing, Fair Wound Cleansing — heal more, but 2s cooldown (was 1s) • Fair Wound Cleansing — unlocks at level 300 (was 350); Knight + Elite Knight • Intense Wound Cleansing — stronger heal, cooldown unchanged (60s)
Druids • Nature's Embrace — much stronger; still 1s cooldown on Nutopia • Heal Friend — stronger; mana 120 (was 140)
Paladins • Salvation — stronger heal
No changes Light / Intense / Ultimate Healing, Mass Healing, Divine Healing, healing runes
In short: heals hit harder; knights can't spam WC at 1s anymore.
Will be live for next SS
Hexters
Druids • Nature's Embrace — much stronger; still 1s cooldown on Nutopia • Heal Friend — stronger; mana 120 (was 140)
Paladins • Salvation — stronger heal
No changes Light / Intense / Ultimate Healing, Mass Healing, Divine Healing, healing runes
In short: heals hit harder; knights can't spam WC at 1s anymore.
Will be live for next SS
Hexters