alright peeps @here i know ive been abit MIA as of late but heres the compiled changes in 1 place xD ill be looking at getting the test server running this weekend

Hunting
- New hunting areas: Zombies, Stonerefiners, and Nagas, with tasks (Naga also has a new shortcut). Use `!tasks` to see your kill tasks
Zone contracts
- Walk into a hunting spawn to pick up a solo contract. Objectives include culls, sweeps, surveys, elites, survive arenas, elite packs, and clean-sweep packs
- `!zonecontract` or `!contract` for status. `!zonecontract abandon` to drop the active one
- Completing a contract in a spawn grants a permanent +1% exp and loot there, up to +10%. Each clear also makes later contracts in that spawn harder
- Contracts are solo-only: joining or forming a party fails it. Dying or abandoning also fails it (1 hour cooldown, same objective to retry). A successful clear puts that spawn on a 24 hour cooldown
- You can park contracts in other spawns (up to 8) and keep progress if you leave. Parked retries expire after 24 hours unused. Elite loot and exp only pay out after the full elite objective is done
Rift
- Stand in a hunting spawn and use `!rift` to open a private copy of that spawn. The shared world is unchanged
- `!rift` to pick difficulty. `!rift easy` / `medium` / `hard` / `veryhard` to start that difficulty. `!rift status` to check unlocks and cooldowns. `!rift leave` to return to the shared spawn
- Difficulties unlock by completing 2 / 4 / 6 / 10 zone contracts in that spawn. Cooldowns are 6h / 12h / 18h / 24h. PvP is forced on, gathering is blocked, and you can join a rift already running if it is yours or your party's
Raids & bosses
- Raids and boss fights can run in instances, so several groups can use the same area without seeing each other's monsters, loot, or rewards. Start them from the raid/boss levers as usual
- `!raid` or `!raids` for raid info, charges, and your next-raid bonuses
- Raid difficulty now applies to trash only, not bosses
- The final raid boss always drops gems and tokens, scaled by difficulty
- Clearing a raid's final boss banks a bonus for the next raid: Easy +4%, Medium +6%, Hard +9% damage and protection, stacking to 30%. Full power if you run it solo, half in a group. It lasts 7 days and refreshes if you clear the previous raid again in that window
- Gru can be finished solo with the crystal bind
Combat, spells & gear
- Physical and elemental defense now stack like Tibia. Use `!stats` to see your totals (they also show in the Skills window)
- Hover tooltips on items in inventory, chat, and loot, including enchanted items
- Spell augments unlock automatically: stage 1 at level 300, stage 2 at 500. Both stages stack. They add extra damage, cheaper mana, shorter cooldowns, or extra effects on the spells that have them
- Enchant gems are T1-T6. An item takes gems of its rarity and below. Legendary needs T4+, Ascended is T6-only, and T0 gear must be smithed before it can take gems
- Recovery and alchemy potion buffs now stay correct when you swap gear, relog, or change stance
- High-tier fishing bosses can drop class-set rares again (low chance)
Housing & quality of life
- House rent is charged from the bank by house size. Stand in the doorway and use `!buyhouse` to buy (the rent amount is shown there). `!leavehouse` to leave a house you own
- Houses unused for a month are reclaimed, with items sent to the inbox
- Furniture from construction kits can be wrapped up again

be sure to update that client of yours also!!


Hexters
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
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
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
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

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