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Patch Notes

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Systems April 21, 2026

Defence Engine, Slayer & Yugioh

The server's combat engine has been rebuilt from the ground up — defence now genuinely matters. Zone and boss access is restructured around killcount and collection log milestones. The full Slayer Helmet upgrade chain goes live with five tiers of on-task power. And five Yugioh raid bosses receive brand-new combat mechanics, each with their own unique and thematic attack patterns.

Combat Engine — NPC Accuracy & Player Defence Rebuild

This is the most significant structural change to Xalor's combat engine to date. The way NPC attacks are resolved against the player has been completely rebuilt, and the change has wide-reaching implications for how defence, armour choice, and build composition matter going forward.

The Problem

Previously, when an NPC attacked a player, the engine checked only a single value to determine whether the hit connected or rolled as a zero: the player's raw Defence level. That was it. Every defensive stat on your armour — Melee Defence bonus, Ranged Defence bonus, Magic Defence bonus — was displayed in your equipment panel but contributed nothing to the actual hit-resolution calculation. Equipping high-defence gear had no meaningful defensive payoff beyond its level requirement.

The Fix

The accuracy engine now evaluates the player's full defensive stat profile when resolving each incoming attack. Every defensive category is active and relevant — and the calculation matches the NPC's attack style to the correct defensive stat. A melee attack checks against your Melee Defence. A magical boss ability is checked against your Magic Defence. A ranged attack checks your Ranged Defence. The result is that defensive gear choices now have tangible, measurable impact on how often you get hit and how hard you need to work to survive a given encounter.

Before — Old Engine
  • Defence Level only
  • All armour defensive stats ignored
  • All attack styles resolved identically
  • Gear choices had no defensive value beyond level requirements
  • Fine-tuning NPC accuracy was crude and imprecise
After — New Engine
  • Defence Level considered
  • All armour stat categories fully active
  • Attack style matched to the correct defence stat
  • Gear choices meaningfully reduce incoming hit rates
  • Far greater control over per-boss fine-tuning

What This Means for Players

Building around defensive stats is now a genuine and rewarding option. Players who invest in appropriate armour for a boss's primary attack style will see a noticeable difference in survivability compared to those who do not. This also gives the development team a far more precise set of levers when tuning boss accuracy and encounter difficulty — instead of blanket adjustments, individual bosses can be tuned against specific defensive stat ranges. Expect ongoing boss-by-boss refinement as a result of this change.

💡 Note: This change affects all existing boss encounters retroactively. If a fight feels noticeably different after this update, your defensive gear profile is now being factored in where it wasn't before. It is worth reviewing your armour setup against the attack style of any boss you engage with regularly.


Zones & Bosses — Killcount & Collection Log Requirements

Access to zones and bosses is no longer unrestricted. A tiered gate system has been introduced to give progression a clearer and more intentional structure, ensuring players engage with content at the right stage rather than skipping ahead to encounters they are not geared or ready for.

How It Works

Each gated zone or boss now requires the player to meet one of two conditions to unlock access to the next tier. Completing either condition is sufficient — you do not need to do both:

  • Reach the required Killcount for the current content, or
  • Complete the Collection Log for the current content.

This gives players a meaningful choice — grinders can hit a KC threshold quickly, while completionists who have already finished a log are not penalised for having done so.

KC & Collection Log Gate System The updated zone access interface showing killcount and collection log gate conditions.

Affected Content

Zone Gates
  • Adept Zone → Champion Zone — now requires KC or collection log completion.
Boss Gates
  • All Elite and Single bosses now require KC or collection log access from the preceding boss.
  • Mystery Man is exempt — he remains freely accessible to all players as the entry point to single-boss content.

Tiered Slayer Helms — Full System Launch

The Slayer Helmet upgrade chain introduced in the previous update now has its full stat set confirmed and live. Five tiers exist in total — the base Slayer Helmet and four upgraded variants, each obtained by combining the previous tier with the corresponding boss Skull. All versions are Best-in-Slot while on a Slayer task, and every upgrade represents a substantial, linear step up in both raw stats and on-task bonuses.

The helmet is not just a cosmetic upgrade path — the jump from base to T4 is dramatic across every relevant stat, making full completion a meaningful long-term goal for any player who engages with Slayer content.

Base
Slayer Helm
Base Slayer Helm
  • All Stats+19,000
  • Damage On-Task+5%
Tier 1
Slayer Helm (T1)
T1 Slayer Helm
  • All Stats+20,000
  • Damage On-Task+10%
  • Drop Rate On-Task+5%
  • Slayer Points+5%
Tier 2
Slayer Helm (T2)
T2 Slayer Helm
  • All Stats+25,000
  • Damage On-Task+25%
  • Drop Rate On-Task+10%
  • Slayer Points+10%
Tier 3
Slayer Helm (T3)
T3 Slayer Helm
  • All Stats+35,000
  • Damage On-Task+50%
  • Drop Rate On-Task+25%
  • Slayer Points+15%
Tier 4 — Max
Slayer Helm (T4)
T4 Slayer Helm
  • All Stats+50,000
  • Damage On-Task+75%
  • Drop Rate On-Task+50%
  • Slayer Points+30%

📋 Note: All tiers are Best-in-Slot while on a Slayer task. On-task bonuses do not apply outside of an active Slayer assignment.

Slayer Helmet — Crafting Requirements

Each tier of the Slayer Helmet is crafted rather than dropped — you build up the chain progressively, with every upgrade requiring the previous tier as a material alongside its own ingredient set. Plan your resources accordingly before committing to an upgrade, as all materials are consumed on use.

The base ingredients for the helmet itself — Black Mask, Nose Peg, and the other classic Slayer Helmet components — are available from the Slayer Store.

Base Slayer Helm

Base Slayer Helm — Crafting Base Slayer Helm crafting interface.
MaterialQuantity
Cash1,000,000,000 gp
Salvage Tokens250,000
Infusion Dust500
Owner Fragments500
Slayer Helm ingredientsBlack Mask, Nose Peg & others — available from the Slayer Store

Slayer Helm (T1)

T1 Slayer Helm — Crafting T1 Slayer Helm crafting interface.
MaterialQuantity
Base Slayer Helm×1 (consumed)
Cash5,000,000,000 gp
Salvage Tokens500,000
Infusion Dust750
Owner Fragments750
Yugioh Weapon Set1 of each Yugioh weapon

Slayer Helm (T2)

T2 Slayer Helm — Crafting T2 Slayer Helm crafting interface.
MaterialQuantity
Base Slayer Helm×1 (consumed)
T1 Slayer Helm×1 (consumed)
Cash10,000,000,000 gp
Salvage Tokens1,000,000
Infusion Dust1,000
Owner Fragments1,000
Skeletal Drake Skull×1

Slayer Helm (T3)

T3 Slayer Helm — Crafting T3 Slayer Helm crafting interface.
MaterialQuantity
T2 Slayer Helm×1 (consumed)
Cash15,000,000,000 gp
Salvage Tokens1,500,000
Infusion Dust1,250
Owner Fragments1,250
Shardmaw Skull×1

Slayer Helm (T4) — Max

T4 Slayer Helm — Crafting T4 Slayer Helm crafting interface — the final upgrade.
MaterialQuantity
Base Slayer Helm×1 (consumed)
T1 Slayer Helm×1 (consumed)
T3 Slayer Helm×1 (consumed)
Cash20,000,000,000 gp
Salvage Tokens2,000,000
Infusion Dust2,000
Owner Fragments2,000
Cursed Oculius Skull×1

⚠️ Important: All materials including previous-tier helmets are consumed on upgrade. There is no refund or downgrade path. Farm your Skulls, bank your resources, and be certain before you commit — especially at T4 where multiple previous tiers are required simultaneously.

Slayer Shop — Updated

The Slayer Shop has been updated to stock all of the ingredients required to craft the base Slayer Helmet. Each component is purchasable directly for 500 Slayer Points, giving players a straightforward and self-contained way to gather the materials needed to begin the upgrade chain without relying on other sources.

Slayer Shop — Updated Stock Slayer Shop — Slayer Helm ingredient components now available for 500 points each.

Yugioh Key — Loot Table Update

The Yugioh Key loot table has been updated with new additions alongside its existing reward pool. Two new rare pets have been added as drops — one for each of the raid's most iconic bosses — giving dedicated Yugioh runners a prestigious long-term chase reward to hunt.

  • Yugimoto Pet — Added at 1/500 from the Yugioh Key chest. A rare cosmetic companion representing the King of Games himself.
  • Blue-Eyes White Dragon Pet — Added at 1/500 from the Yugioh Key chest. One of the most iconic monsters in the raid, now available as a permanent companion.
Yugioh Key — Updated Loot Table Yugioh Key — updated loot table including the Yugimoto and Blue-Eyes White Dragon pets at 1/500.

💡 Note: Both pets are obtained from the Key chest, not directly from the raid bosses themselves. Key yield per run is influenced by Talents, cosmetics, and active daily boosts — stacking these multipliers will increase your rate of chest openings and improve your chances over time.

Yugioh Achievement — Updated

A new long-term achievement has been added for Yugioh raiders: Finish 500 Yugioh Raid Runs. This is a dedicated milestone for players who commit to the raid as their primary grind, and it tracks cumulative completions across all sessions.

Yugioh — 500 Raids Achievement New achievement: Finish 500 Yugioh raid runs — tracking starts from 0.

Yugioh Raid — Boss Combat Mechanics

Five bosses within the Yugioh raid have received brand-new combat mechanics, each designed to reflect the character and theme of the card or figure they represent. These are not generic shared mechanics — each boss has a distinct special attack that requires a different response from the player. Pay attention to each boss's behaviour and prepare accordingly before entering.

🟣
Exodia 2% Proc
Exodia has a 2% chance per attack to unleash a devastating punch that deals up to 50 damage and applies a Stun for 1 second. While the proc rate is low and the damage ceiling is modest, the stun creates a brief window where the player cannot act — leaving them open to follow-up damage from Exodia's standard attacks if the timing is unlucky. Builds with strong sustained DR are recommended to reduce the impact of the stun window.
Time Wizard 2% Proc
Time Wizard has a 2% chance per attack to invoke a Time Reverse. When this triggers, he heals himself for 10% of his maximum HP while simultaneously dealing 20–40 damage to the attacker — representing the temporal recoil of having time itself turned against you. The combined effect makes this one of the more strategically impactful specials in the raid: sustained DPS and high burst output are rewarded, as Time Wizard can and will heal a meaningful portion of his HP if the fight drags on long enough for the proc to fire multiple times.
Magician Girl 3% Proc
Magician Girl has a 3% chance per attack to launch a Dark Magic Attack — a concentrated burst of magical energy that deals 300–600 damage and freezes the player for 1 second. This is the highest-damage single-proc ability in the raid. At max roll, a single Dark Magic hit followed by the freeze window creates a brief but dangerous period of vulnerability. Magic Defence investment will mitigate the hit; the freeze duration is fixed regardless of build. At 3% per attack, this will proc more frequently than either Exodia's or Time Wizard's specials over the course of a full fight.
Yugimoto 5% Proc
Yugimoto has a 5% chance per attack to channel the power of his companions, randomly triggering any one of the previous bosses' special attacks — including Exodia's stun, Time Wizard's time reverse heal, and Magician Girl's dark magic blast. At 5%, this is the highest proc rate in the raid, and the unpredictability of which mechanic fires makes Yugimoto the most dynamically challenging encounter. Players cannot prepare for a single specific mechanic — instead, having a well-rounded build capable of weathering all three special types is essential. He is effectively a hybrid of all preceding bosses.
🐉
Blue-Eyes White Dragon 5% Proc
Blue-Eyes White Dragon has a 5% chance per attack to fire a White Lightning beam — a massive column of white energy that deals 10 damage every second for a duration of 3 to 6 seconds. Unlike the instant burst mechanics of other raid bosses, White Lightning is a sustained damage-over-time attack. At maximum duration it delivers up to 60 total damage across 6 ticks. The variable beam duration means players cannot rely on a fixed window to move or heal out of it — the attack simply ends when it ends. At a 5% proc rate, Blue-Eyes will fire this beam multiple times across a typical kill, and given that it can proc on consecutive attacks, overlapping beam windows are possible in unlucky scenarios.

💡 Note: All boss special attack damage in the Yugioh raid can be partially mitigated by Damage Reduction talents and appropriate defensive gear. However, freeze and stun durations are fixed — they cannot be reduced through DR or Talents.


General QoL & Bug Fixes

Quality of Life

  • Removed unused end-game items from ::bis — the Best-in-Slot reference list now reflects only items that are actively obtainable and relevant in the current state of the game.
  • Removed access requirements from Blazing Pits, making the zone freely accessible without prerequisite conditions.
  • Adjusted the HP bar in the upper-left corner to display the NPC's actual health value rather than the inflated ×10 server-side figure. The bar now reflects what you would expect to see, removing the discrepancy between displayed and effective HP.

Bug Fixes

  • Corrected several achievements that had mismatched names and goals — the displayed objective now correctly matches the actual tracked condition for each affected achievement. FIXED
  • Updated Mystery Man's Shadowstep special attack damage from a fixed value of 60 to a randomised range of 15–50, making the attack feel more dynamic and less predictable in practice. FIXED
  • Removed the default healing effect from staff weapons during magic combat. Staves were unintentionally restoring HP on hit through a default handler — this has been removed. FIXED
  • Fixed ::slots not properly saving its state upon server restart. The setting will now persist correctly across restarts. FIXED