[Ascendant Packs] New world event: Ascendant Packs
20 June 2026 (21:55) · von Staff
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
[Healing Update] Healing spells updated to be closer to Real Tibia 2026.
17 June 2026 (01:40) · von Staff
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
[Patch Notes] Combat Stances (Blood Rage / Protector / Sharpshooter)
14 June 2026 (06:50) · von Staff
Blood Rage, Protector, and Sharpshooter have been reworked.What was wrong
These spells weren’t giving the damage/defense you’d expect — especially at high skill with gear bonuses. The bonus was tied to trained base skill, not your full displayed skill, so the numbers looked much weaker than they should.
What changed
Toggle stances
Cast once to turn on, cast again to turn off
Only one stance can be active at a time
Stances persist until you toggle them off, die, or log in again
Bonuses (from trained base skill)
Blood Rage (utito tempo) — +100% melee, −15% shield
Protector (utamo tempo) — +100% shield, −35% melee
Sharpshooter (utito tempo san) — +100% distance, no speed penalty
Arcane Focus (utito mas vis) - +100% Magic Level, -15% Max Mana
Cooldowns
30s spell cooldown on all Four
2s support group cooldown
Sharpshooter no longer shares the healing group cooldown
Example
At ~80 base melee, Blood Rage now adds about +80 melee (not the tiny bump some of you were seeing before).
Heads up
This is step one of a broader combat stance pass — more changes are coming in the next round. We wanted to get the core behavior and scaling fixed first before tuning further.
Hexters
[Raids 1–4 — Rebalance] We reworked loot and boss difficulty for all instanced raids
12 June 2026 (22:21) · von Staff
Levers are unchanged — no level gates, only soft recommendations below.Difficulty
Latrivan is the baseline (unchanged).
Bosses now scale in a clear ladder: each raid’s final boss ≈ 2× that raid’s first boss; next raid’s opener ≈ previous raid’s finale.
Mid-bosses ramp smoothly instead of random spikes (especially R4 one-shots).
Soft level guide: ~150 → ~200 → ~280 → ~400 → ~520 (R1 start → R4 finale).
Loot
Less gem/scroll/coin filler on every kill.
R1: Lower Umbral + classic mid gear (cobra/gill/devileye-style drops pulled from early bosses).
R2: Master Umbral + Heart of Destruction style loot.
R3: Falcon / Cobra split by boss.
R4: Soul War gear (platinum + aredite tokens).
First clear (per character, final boss only)
One-time bonus on your first kill of each raid’s final boss (Infernatil, World Devourer, Oberon, Zion) — extra tokens + a guaranteed chase piece. Solo runs still get full first-clear rewards; other loot rolls stay at 25% in solo mode.
Solo raids
Lever text now matches reality: 25% boss HP/damage and 25% loot roll chances (not “75% easier”).
Feedback welcome — especially if a boss feels overtuned or a hunt target is missing.
Hexters
[Nutopia Update] Another Patch notes for the weeks of changes
31 May 2026 (20:25) · von Staff
Raids/Spawns:Raids start from levers — pick solo or group
Boosted zones back to 1.5×
Gnomprona and Slug spawn buffed for endgame hunting
Bosses:
Annihilator, Obujos, and reward chest delivery fixes
Must actually join the fight to get boss reward loot
Gathering:
!gather fixed — no more getting stuck
Full inventory? Loot drops on the ground instead of being lost
Crafting & Items:
Enchant gems work from Uncommon through item tier
Enchanted turtle moved to Faceless Bane
Gilded & Eldritch rods added to crafting
Optional gold insurance on smithing tier upgrades
Gear stats refresh properly on equip/unequip
Tasks:
Hand in one, all, or cancel tasks at the NPC
Task kills only count if you damaged the creature
Combat:
Knight attack spells +25%
Paladin spells reworked abit more to scale off dist abit better, Mas San only has a small dist scaling still but its now scales with dist
Diamond Arrows are getting a 20% nerf for the buff to the spells
Spell damage more consistent; elemental damage stacking fixed
Magic Shield / Utamo Vita fixes you now see the dmg to it
Treasure Goblin spawns fixed
QoL:
Auto-Bless shop perk (!autobless)
Catch-up XP fixed on level-up
Yasir & Zurga buy more high-tier gear
Can't move or teleport while crafting
Enchanting:
You now get +1 to min stat every 10 lvls instead of 20 echanting skills
Smithing:
You can now add insurance to your upgrading, so it a gold sink to get 0-100% of your tokens (happy to get feedback on the %)
Fishing Update:
Less random frustration, more “check in sometimes”
No more random tangle — your line won’t suddenly snag every minute while you fish.
Recast reminder — after a while you’ll get a heads-up that your line is getting slack. Recast on the water to keep going and refresh your timer.
If you ignore it — auto fishing stops until you cast again (one click, no penalty).
Higher fishing skill (60+) — longer stretches between recast reminders (about 5–20 min of active fishing vs 1–5 min for lower skill).
Hexters




