Project Revamped
0.1 Patch Notes
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Chapter 4 - Item Improvements, Quality Improvements & Item Quality Score
All Armors have been given a new Look and the name has been changed accordingly.
G10 > Bamboo
G20 > Jungle
G30 > Cloth
G40 > Bronze
G50 > Diamond
G60 > Golden
Item Quality
All Items now dropped have an actual Quality Number rather than just the Base Quality. This Number basically displays the roll that specific item dropped at. Example: If you Drop a Quality 96 Item, it will be considered a Legendary. Now, the Item stats are actually not changing. Example, a Legendary 96 will have the same stats as a Legendary 100.
Item Quality Score is a new Stat in your Character Window (C) that displays the total Quality of Equipped Items.
This means you can get a total of 900 Quality from Weapons, Armor & Accessoires
Item Quality gives the following:
50 Item Quality - 2 min/max, 2 defense
100 Item Quality - 4 min/max, 4 defense
150 Item Quality - 6 min/max, 6 defense
200 Item Quality - 8 min/max, 8 defense
250 Item Quality - 10 min/max, 10 defense
300 Item Quality - 12 min/max, 12 defense
350 Item Quality - 14 min/max, 14 defense
400 Item Quality - 16 min/max, 16 defense
450 Item Quality - 18 min/max, 18 defense
500 Item Quality - 20 min/max, 20 defense, 1% Crit Chance, 4% Eb Chance
550 Item Quality - 22 min/max, 22 defense
600 Item Quality - 24 min/max, 24 defense, 2% Crit Damage, 8% Eb Damage
650 Item Quality - 26 min/max, 26 defense
700 Item Quality - 28 min/max, 28 defense
750 Item Quality - 30 min/max, 30 defense, Stat Point Efficiency + 0,1
800 Item Quality - 34 min/max, 34 defense
850 Item Quality - 38 min/max, 38 defense
900 Item Quality - 42 min/max, 42 defense
950 Item Quality - 46 min/max, 46 defense,10% Increase to all Stats
1000 Item Quality - 50 min/max, 50 defense,15% Increase to all Stats
Keep in mind, Equipment is nerfed by a decent margin, and this just helps to bring it back to its former self. Now you may wonder, there is only 9 equipment pieces, where do you receive the last 100 quality?
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Chapter 5 - Ancient Animal Rework
Animals were always just kind of a sidegrade and their transformation was rarely used. This changes NOW.
Starting off with Rage, Ancient Animals can now always be transformed into and dont drain anymore Rage. Rage has been reworked. More later.
Animals are now a global drop rather than beeing obtained from a friendly doggebi. Animals now have quality, and follow the same droprate pattern as accessoires do.
Animals now give a complete new set of stats:
Ancient Tiger
The Tiger has became the universal animal for offensive Power.
1 min/max per level
1 otp per 3 levels
1% crit damage per 5 levels
4% eb damage per 5 levels
1% critical chance per 10 levels
4% eb chance per 10 levels
Ancient Panther
The Panther has become the universal animal for overall Power.
1 strength, 1 health, 1 agility, 1 wisdom , 1 intelligence per level
The twist with the Panther, only 3 stats can be active at a time, you can choose wich you want freely and change it everytime on the fly. Panther must be shift+right clicked when unequipped to open the allocation menu.
Note: All stats were removed from equipment & talis offer alot less, so even with a high level panther you will only be break even if you were to simulate an older character
Ancient Bird
The Bird has become the universal animal for overall Defense
+3 Defense per level
+1 Evasion per 3 level
+1 Damage reduction per 5 Level
+ Heals 10 HP every 3 seconds per Level
Ancient Eagle
The Eagle has become a new exciting way to amplify some utility stats.
+ 0,2% experience gain per level
+0,5% global droprate per level
+1% Zamogeons per level
Animal Skills
Animal Skills were another completely forgotten and underused feature. We have decided to approach this a little bit differently around now.
We have removed all old animal skills and instead added a new skill that is accessible from level 1 on all animals, but unlike before the skill will be added to your normal skill interface rather than beeing an animal skill, and therefore it does not require you to be in animal form either to be used.
Feral Rage
Feral Rage is the new universal animal skill available on all 4 Animals right from level 1. Feral Rage is a toggle-able skill that directly works together with the Rage Bar. Its basically a stance, its either on or off.
When Feral Rage is active, it actively drains your Rage bar every second until it hits 0
What does Feral Rage give?
Feral Rage DOUBLES the effect of the worn animal while active.
We have also reworked the way Rage is obtained. Basically for Single Target Skills it didnt change, whilst for Mages we have limited Rage gain to be 1 Per Action instead of Per Damage Instance.
The Amount/Total Rage has also changed.
The way we have balanced this is so that about every 5 Hours of Gameplay actively hitting things, you gain 15 Minutes of Feral Rage. (3 Minutes per Hour) Once your Rage Bar is full, it MUST be used, as it cannot store more, or you will simply not gain any more. This starts directly when you hit your first enemy with an animal equipped, and doesent get any faster the stronger you get.
Animal Slots
Another new Feature on Project Revamped is that you can now actually equip all 4 animals at once, with only one beeing active at the time & beeing counted towards quality.
Animal Slot 1: Full Experience, Full Stats & Quality Bonus
Animal Slot 2: Half Experience
Animal Slot 3: 1/4 Experience
Animal Slot 4: 1/10 Experience
Animal Quality
Animals can also be found in different Quality, but Quality has no effect on its Stats and solely grans power towards the above mentioned quality bonus.
Swapping Animals
Getting rid of an Animal thats leveled already feels very bad, thats why we added a system to carry over your experience to a higher quality egg freely, shall one be found.
Egg Experience
Due to the nature of this rework, and eggs beeing way more powerful than before, we have also limited the amount of egg experience mages can receive. There is small internal checks in place that basically make it so only a portion of a lure gives egg experience to be identical to 1:1 play. Sorry, but it has to be done.
Animal Eggs
"Eggs" no longer exist, they become a fully functioning and transformable animals directly at level 1
Transformation
Animal Transformation has been changed slightly.
As mentioned above already, there is no drain rate.
You cannot attack anymore in Transformation Form.
Movement Speed in Transformation Form +200%
Visible To Monsters in Animal Form: No
To prevent abuse we increased the time it takes to transform to Animal even at Level 1 to match the old Level 31 transformation time.
Changs Hourglass > Changs Asadal
As this item is less useful now, we changed the function of this to the following:
For 7 Days Online Time only, receive twice as much Rage from killing Monsters.
The Timer also stops counting down when in any Paradise Area.
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Chapter 6 - New Paradise Features & Items
Paradise Salvation
After unlocking Zone Mastery Level 10 & the specific Paradise Area, you will now come across a new member of the Paradise, The Paradise Blacksmith
Paradise Blacksmith lets you salvage all gear for the usual salvation bonus, except now, you may receive new fragments.
Introducing Chisels
G10 > Bamboo Chisel Fragment
G20 > Jungle Chisel Fragment
G30 > Cloth Chisel Fragment
G40 > Bronze Chisel Fragment
G50 > Diamond Chisel Fragment
G60 > Golden Chisel Fragment
100 Chisel Fragments can be turned into a fully completed Chisel.
Chisel Effect
Bamboo Chisel > Improves the quality of a Bamboo Item by 6%.
Jungle Chisel > Improves the quality of a Jungle Item by 5%.
Cloth Chisel > Improves the quality of a Cloth Item by 4%.
Bronze Chisel > Improves the quality of a Bronze Item by 3%.
Diamond Chisel > Improves the quality of a Diamond Item by 2%.
Golden Chisel > Improves the quality of a Golden Item by 1%.
Chisel Fragment Exchange
Normal: 5 Chisel Fragments
Uncommon: 10 Chisel Fragments
Rare: 20 Chisel Fragments
Epic: 40 Chisel Fragments
Legendary: 100 Chisel Fragments
Accessoires & Animal Quality cannot be improved and remain to be drop only. Therefore salvaging them here does not grant any bonus rewards.
This System adds a slow way to increase your gear quality over time. Its important to note that you cannot be saving items from before to salvage later, as there is an internal check for when the item is obtained. Only the Items found after zone mastery level 10 can be salvaged.
Paradise Hunting
We have decided to grant the bonusses of the Hunter Profession as a global bonus upon reaching Zone Mastery Level 10, and the Profession as changed slightly as such. More Infos on this later in the notes.
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Chapter 7 - Item Index Improvements & Trophy Addition
We have massively overhauled and Item Index and made it alot more complex.
Instead of offering general Item Index unlocks, we created a full PokeDex Type Interface that shows you every single Monster, the Kill Amount, and the exact amount of every drop ever received from them, and for Equipment on hover, every Date and Time when it was received. This Index is way more complex than the initial proposal.
We have also added more stuff to collect.
Simplifying the Game with Heads was nice, but we also dont want to remove a very nostalgic aspect of the game completely.
Introducing Trophys
Trophys are essentially a more rare version of a Head, and EVERY single Monster will drop its own trophy. Trophys are currently about Twice as rare as the Individual Zones Equipment Droprate, but not nearly as rare as Treasure Items.
What can you do with Trophys / Rewards ?
First off, Trophys are added to the Item Index, so you will be able to reach those Milestones faster.
Trophys are automatically consumed upon Pickup and directly unlock a new Feature in the Item Index. A Chat message popup will appear when this occurs.
As you will see once you open the Item Index, all the Monsters are categorized into sections. Trophys operate in Sets. Each First Trophy you find and turn in, grants you 1% increased experience, droprate & zamogeon towards that SPECIFIC monster. Each following trophy after the first, grants you 0,1% increases. Shall a full Group be completed, follow up Trophys grant twice the bonus. 0,1%>0,2%. All of the newly introduced monsters are included in this System.
Small Example:
Devils
Devil Soldier - Twin Blade - Bow - Spear - Fierce - Agile - Intelligent - 2nd Devil - 1st Devil
Lets say you grind out only 1 specific type , Fierce for this example and you receive the trophy. You receive 1% increases exp, drops & geons for the Fierce Devil. You play there longer and drop 5 more trophys? this increases to 1,5%. But lets say you play there for a really really long time, and you drop 50 trophys, this bonus becomes 6% (0,1% for every trophy after the first one). At this point, it would probably be worth to atleast grind out 1 Trophy from all the other Devils, because that would increase the entire Devils Group Bonus for follow up trophys from 0,1 to 0,2%, and therefore the 5% bonus would become 10% (11 total%). The original 1% is not doubled by this. You can technically reach an unlimited multiplier, depending on how long you play at the spot.
And as a short TL:DR Version
Each Monster has a trophy that when found gives 1% increased Exp, Drops & Geons for that specific monster. Every followup Trophy gives 0,1% increased bonus for that specific monster, but when you complete an entire set of trophys of a category this followup bonus increases to 0,2% for that specific monster - Basically you can scale the bonusses to infinity - A reward for those who really love to defeat a specific monster.
We have also altered the item index rewards slightly to fit in Trophys:
- 450 Unique Armor Pieces ( G10 - G60 Normal - Legendary)
- 100 Unique Weapons ( G10 - G60 Normal - Legendary)
- 75 Unique Accessoires ( Normal - Legendary )
- 13 Event Quest Items (1-65)
- 16 Treasure Items (All Zones)
- 375 Trophys (All Zones)
for a total of 1029 Index Slots.
Per 10 Collections: 1 Stat Point, 1 min/max physical/magical damage.
100 Collections = 2% more exp, geons & droprate
200 Collections = 4% more exp, geons & droprate
300 Collections = 6% more exp, geons & droprate
400 Collections = 8% more exp, geons & droprate
500 Collections = 10% more exp, geons & droprate
600 Collections = 12% more exp, geons & droprate
700 Collections = 14% more exp, geons & droprate
800 Collections = 16% more exp, geons & droprate
900 Collections = 18% more exp, geons & droprate
1000 Collections = 20% more exp, geons & droprate
1029 Collections = 25% more exp, geons & droprate
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Chapter 8 - Interactive Droprate & In-Game Drop Simulation
Also found inside the Item Index, you can now see the exact droprate of every item found In-Game, but after this patch, it will be synced DIRECTLY TO YOUR CURRENT DROPRATE BONUS AND UPDATE IN REAL TIME. We even added math & logic for bonusses such as "Higher Quality" and "Drops as own class".
Youre welcome.
ANOTHER feature in the item index, when you hover the monsters name inside the secondary interface, it will show you the Monster ID.
We added a command that lets you simulate kills and open a loot window of what drops would have been received - shall you ever not believe us on a certain droprate. Yes we made this for all the tinfoil people. Fuck off :)
/simulate ID Amount
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Chapter 9 - Skill Point Rework & How to obtain
Skill Points arent obtained by Leveling up anymore. From now on, there will be a progress bar in your skill interface, telling you how much Damage needs to be done to Monsters until you receive a new Skill Point. This is the same for all classes. For every skill Point after the initial skillpoint (G1 in a specific skill) the Damage must be dealt EXCLUSIVELY with that specific skill, and you can always see current Skill Progress by hovering the skill in your hotbar.
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Chapter 10 - Major Profession System Improvements & Adjustments
At Level 30, we just added a mandatory roughly 1 Hour Tutorial Questline that lets you play with every single Profession and you are forced to complete certain objectives that lets you fully understand this system and every profession.
We are also adding a 1 Time Quest (that can be accepted right at level 30 after choosing a profession) That will do the following:
- Starts a Kill 10.000 Yellow or Above Monster Quest
- INSTANTLY checks your entire account for Profession Specific Items, DISABLES & REMOVES them shall they be stacked up
- We tried to think of every scenario where this can be abused but nontheless we have alarm systems in place for large stacksizes and items from 2 different professions. Shall this exact scenario AND we mean it, be bypassed in ANY way, your account will be rolled back massively and once this happens its unappealable.
- After completing 10.000 Kills, you are able to select a new Profession.
This was a hot topic and after a long discussion we decided that a 1 time reset is only fair.
Since professions are a massive part of this project, and for integrity reasons, we would like to hereby state - that maybe for those who are thinking "Yeah but they will surely add more resets in the future and i can select in advance of this happening" - This is NOT the case and this will NEVER happen. You get 1 reset, you can strategize around it, swap tactically, or simply dont, the choice is all yours.
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Chapter 11 - Guild System Removed, New Global Bounty System & Reworked Event Structure and Season/League All-In-One.
en the reworked one they have nowdays is kind of shitty and unbalanced. We decided to completely remove the Guild System and add a new System in its place. Now, the new system is kind of unrelated to guilds, but its definately a community type hub for only the bravest.
Introducing the Bounty System
The Bounty Hub is a new Interface where randomly throughout the day, challenges and missions will pop up, and reward only the fastest to complete it. This is basically Seasons from last version, except they are directly embedded into the game, and so are the rewards.
These Bountys will go from "Most Damage in 1 Hour starting at xx:xx" to "First Players to collect y" to "First player to find (hide and seek) z".
We have added MANY different bountys and they are starting frequently all throughout the day for all time zones.
The Bounty Tab is synced across all realms and there will be a global notice for bounty completions/winners
Every day, there is going to be 4 Bountys. The time of them starting will be completely random, but they are beeing rolled at xx:50. For it to be random and fair, this can occur during any time of the day. Technically they could happen at 2:50 3:50 4:50 5:50 all back to back.
Introducing Event Tokens
Winning Bountys will not only grant you a place in the new all time bounty Leaderboard, but also earn your realm Event Tokens.
Event Tokens are a new currency that can be used to, you guessed it, start events for your realm. Depending on the difficulty of the bounty & how many winners there are, you will earn them directly into your Bounty Interface. In the bounty interface you can select all by yourself what type of event you would like started.
The currently available Events are:
Damage Event (Critical Hit Rate +5%, Critical Damage +10%)
Immortal Event (Defense +25, Damage Reduction +5%, Imune to CC)
Droprate Event - 25% Increased Droprate
Experience Event - 15% Increased Experience
Zamogeons Event - 250% Increased Zamogeons
Item Quality Event - Item Quality Rolls an additional Time
The Event Tokens are stored by the System and you can claim the event at any time and there is expiry date like there was before.
This is a pretty self-explanatory system, basically a fully player driven event hub.
Seasonal Content and other Events will also be available here.
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Chapter 11 - Contribution Point Rework & How to obtain:
The Contribution System is a massive thank you for the entire community and every single one who has supported us over the past couple of years.
Contribution Points are now obtained at a rate of 1:100 from any Monster, but instead of them dropping you will directly receive them on succesful role, kind of like honor/reward. Contribution Points are a new Reward System that you will be able to exchange for various rewards, from update proposals to real life rewards.
This is a realtime system and you can always check current available rewards in the contribution tab. For limited availability items, first come first serve, but they may be restocked after a while. So save them up wisely. Buying something will automatically notify staff and you will be contacted.
Here is the list of current available Rewards, we will add more to this aswell:
100 Contribution Points
Event Token (30 Minutes)
1000 Contribution Points
Project Revamped Shaker Cup & Coffee Mug Bundle - unlimited
2500 Contribution Points
Custom Hoodie (Top Quality) with themed project revamped print - unlimited
2500 Contribution Points
1 Year Discord Nitro Premium - unlimited
2500 Contribution Points
Uber Eats 50$ Coupon (adjusted to local currency) - unlimited
5000 Contribution Points
Custom Mousepad with themed project revamped print - available x5
10000 Contribution Points
Nvidia GeForce RTX 4070 Ti Super - available x3
10000 Contribution Points
64 GB (2x 32 GB) DDR5 6400 Kingston Ram Stick - available x1
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Chapter 12 - Hardcore Mode
Upon creating a new character, you will be able to select the Hardcore Mode. Hardcore Characters have 1 life, and are automatically deleted upon death. If they are on the same account however, you CAN put and secure valuable items in your storage for later characters to claim.
Hardcore is Hardcore and NOT always fair. Shall you die to a CL, there is nothing we can do to help you. Play at your own risk.
Hardcore Characters share a Leaderboard and have no added bonusses to them except for Leaderboard Recognition by a special icon, shall you set your profile to public and allow for this.
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Chapter 13 - Realtime Community Gaps
As a small precaution to prevent certain individuals to progress too much, we will be putting a live gap after level 30, that steps into play after atleast a 2000% difference to the next ranking, and only applies to the top ranked player (s). Basically, after beeing 2001% away from the next person in the global leaderboards, there will be a 20% experience penalty applied. This is a hard reduction, not a multiplier, so if you were 6 levels ahead and at 100% penalty you would receive 0 experience from the monster. You will still gain drops and everything else, though!
Depending on Server activity a year down the line this can be changed to be more flexible, but will remain in tact for the first while after launch.
In theory this should never really occur ever, but you never know nowdays. We strive for healthy gameplay.
Most likely nobody will ever experience this past maybe the first or second gap.
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Chapter 14 - Bead of Fire System Rework
We have reworked the not so beloved Bead of Fire for it to grant new effects.
Bead of Fire & Bead of Ice (new) can be found from any Monsters that drop g50 equipment and above, and unlike before, they are extra bonus drops rather than mixed within the Talisman Table.
Both these new Beads can still be used on Armor with a 100% succes chance and require a full set to now grant you anything. Stats are completely removed from these Beads.
Bead of Fire:
When full set is equipped, unlock skill Magma Barrier:
Type: Aura - Duration: 30 Minutes - Cooldown: 0 - Cost: 500 Mana
Magma Barrier reflects 10% of damage dealth back to the attacker and burns them for 10% of your weapon damage every 6 seconds.
Bead of Ice:
When full set is equipped, unlock skill Frost Barrier:
Type: Aura - Duration: 30 Minutes - Cooldown: 0 - Cost: 500 Mana
Frost Barrier reflects 10% of damage dealth back to the attacker and slows them at a 10% chance for 6 seconds ignoring level restrictions or monster color. (does not stack with other ice sources)
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Chapter 15 - iOS & Android Support
We have spent alot of time developing fully working Apps for both known Mobile Operating Systems. You will find a step by step guide on how to installl these to your Phone in the Game Launcher, as these are not available in the public App Stores. Also, we found a way to massively reduce energy consumption on your mobile devices so your valuable phone charge persists for alot longer. Enjoy!
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Chapter 16 - Closing
We will release a couple more smaller changes to skills and professions and anything up until launch RIGHT here in this Chapter 16 Box. You can probably already check back tommorow. Thanks for reading until here.
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Chapter 17 - Beta
Beta starts tommorow, 14.8.2026 at 18:00. we really need to find every possible bug and glitch in order to resolve them prior to official launch, so get creative.
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Chapter 18 - Official Launch
22.12.2026 - 18:00 / Preload Client: 08.12.2026 18:00 > roughly 125 gb client.