by Staff - [Test Server] Patch notes for the test server
26 October 2026 (01:46)
Hunting
- Hunt (top-right button) now lets you abandon a chosen contract, including one parked in another spawn
- New players get the starter intro once. Nutopedia is the top-right book button. Search it for hunting, professions, loot, character, and world help
- Monsters in packed spawns should stay visible, and ground loot should pick up cleanly
Zone contracts
- About 1 in 10 new contracts is Lucky (1 in 5 during Double Lucky). A Lucky contract is one stage harder and counts as 2 completions toward that spawn. Dying or a party fail keeps the same Lucky contract. Abandoning does not
- Abandoning now frees the slot and locks that spawn for 1 hour, then the next contract there is a new roll (it does not keep the old objective)
- Hunt Abandon lists every in-progress contract so you can drop a parked one.
Rift
- Rift unlocks now follow the spawn's gathering tier. Completions needed for Easy / Medium / Hard / Very Hard: T1 1/2/3/4, T2-T3 2/4/6/8, T4-T5 3/6/8/10, T6 4/8/10/12. Cooldowns stay 6h / 12h / 18h / 24h
- Walking out of a Rift gives you 10 seconds to walk back in before you are kicked. Hunt shows that timer. `!rift leave` still exits immediately
- Open Hunt and start a Rift, or stand in the spawn and use the Hunt window for more info
Raids & bosses
- You must clear Easy on a raid before Medium unlocks, then Medium before Hard. Easy is always available. Hunt and `!raid` / `!raids` show what you have unlocked
- Raid 1 bosses no longer flee at low health, so a close fight cannot stall the raid
- You can drop items on the floor inside an instance
- Reward bags that have nowhere to go in quick loot now open into a free backpack slot
- `!bosses` still lists lever charges. Hunt shows the same list
Loot
- Right-click a backpack and choose Quick loot categories. Tick what that bag should collect, then press Ok
- Item list in that window adds or removes specific items. Right-click an item for Add to Loot List or Remove from Loot List. Those items are picked up even when their category is not ticked
- Monster drops in that window searches a creature and lets you add what it drops
- Tick Loot gold in that same window to send gold, platinum, and crystal coins to your bank. Leave it unticked and coins stay in the corpse
- `!lootbag show` lists the bags you marked. `!lootbag` with a category and slot still works if you would rather type it
- Supply stash stowing works again. Use the stash in a protection zone. Right-click a stackable item for Stow Item, Stow All Of This Item, or Stow All from Container
Combat, spells & gear
- Eldritch gear and high-end spellbooks now apply their stats when you equip them and when they roll from smithing
- Bars, Smelting, and Misc crafts get faster with smithing skill: 1x at skill 10, up to 3x at skill 100. Crafting shows that speed. Open smithing from the Smithing button, or from Nutopedia
- Crafting History stays on one window. Press History again to focus it
Windows & quality of life
- Highscores is the top-right trophy button. It ranks Level, Melee, Fist, Distance, Shielding, Magic Level, and Fishing
- Report a Bug from Nutopedia, or Ctrl+Shift+B. Pick a category, write at least 15 characters, and a screenshot goes with the report
- Options has Item tooltip delay from 0 to 2 seconds
- Chat logs save to the `chat_logs` folder
- `!commands` lists the main talkactions
Thanks for the few people who are reporting stuff and making suggestions, ill be rewarding these people with some Nutopia Coins when the new season starts or at the time they choose
Hexters
- Hunt (top-right button) now lets you abandon a chosen contract, including one parked in another spawn
- New players get the starter intro once. Nutopedia is the top-right book button. Search it for hunting, professions, loot, character, and world help
- Monsters in packed spawns should stay visible, and ground loot should pick up cleanly
Zone contracts
- About 1 in 10 new contracts is Lucky (1 in 5 during Double Lucky). A Lucky contract is one stage harder and counts as 2 completions toward that spawn. Dying or a party fail keeps the same Lucky contract. Abandoning does not
- Abandoning now frees the slot and locks that spawn for 1 hour, then the next contract there is a new roll (it does not keep the old objective)
- Hunt Abandon lists every in-progress contract so you can drop a parked one.
Rift
- Rift unlocks now follow the spawn's gathering tier. Completions needed for Easy / Medium / Hard / Very Hard: T1 1/2/3/4, T2-T3 2/4/6/8, T4-T5 3/6/8/10, T6 4/8/10/12. Cooldowns stay 6h / 12h / 18h / 24h
- Walking out of a Rift gives you 10 seconds to walk back in before you are kicked. Hunt shows that timer. `!rift leave` still exits immediately
- Open Hunt and start a Rift, or stand in the spawn and use the Hunt window for more info
Raids & bosses
- You must clear Easy on a raid before Medium unlocks, then Medium before Hard. Easy is always available. Hunt and `!raid` / `!raids` show what you have unlocked
- Raid 1 bosses no longer flee at low health, so a close fight cannot stall the raid
- You can drop items on the floor inside an instance
- Reward bags that have nowhere to go in quick loot now open into a free backpack slot
- `!bosses` still lists lever charges. Hunt shows the same list
Loot
- Right-click a backpack and choose Quick loot categories. Tick what that bag should collect, then press Ok
- Item list in that window adds or removes specific items. Right-click an item for Add to Loot List or Remove from Loot List. Those items are picked up even when their category is not ticked
- Monster drops in that window searches a creature and lets you add what it drops
- Tick Loot gold in that same window to send gold, platinum, and crystal coins to your bank. Leave it unticked and coins stay in the corpse
- `!lootbag show` lists the bags you marked. `!lootbag` with a category and slot still works if you would rather type it
- Supply stash stowing works again. Use the stash in a protection zone. Right-click a stackable item for Stow Item, Stow All Of This Item, or Stow All from Container
Combat, spells & gear
- Eldritch gear and high-end spellbooks now apply their stats when you equip them and when they roll from smithing
- Bars, Smelting, and Misc crafts get faster with smithing skill: 1x at skill 10, up to 3x at skill 100. Crafting shows that speed. Open smithing from the Smithing button, or from Nutopedia
- Crafting History stays on one window. Press History again to focus it
Windows & quality of life
- Highscores is the top-right trophy button. It ranks Level, Melee, Fist, Distance, Shielding, Magic Level, and Fishing
- Report a Bug from Nutopedia, or Ctrl+Shift+B. Pick a category, write at least 15 characters, and a screenshot goes with the report
- Options has Item tooltip delay from 0 to 2 seconds
- Chat logs save to the `chat_logs` folder
- `!commands` lists the main talkactions
Thanks for the few people who are reporting stuff and making suggestions, ill be rewarding these people with some Nutopia Coins when the new season starts or at the time they choose
Hexters
by Staff - [Test Server] Patch notes for the test server
18 September 2026 (06:55)
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
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
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