Project Revamped

14.06.2026

Patch Notes

Item Selling

We have completely disabled item selling on project revamped. You can no longer sell any item for Geons, pushing the value of geons furthermore.

Instead, Items can now be salvaged.

Item Salvation works the following:

Salvaging any item will grant a droprate buff that increases that corresponding items droprate. item grade and quality increases this.

Example:

If you salvage a G10 Normal Weapon, you will receive a 30% increased weapon droprate Buff for x amount of minutes.

If you salvage a Talisman, you will receive a 30% increased talisman droprate Buff for x amount of minutes.

The Buff itself is the same for all grades and qualitys, but the duration of it is depending on what type of gear/quality you are salvaging. Salvaging an Item while already having an active buff will simply increase its time.

The Salvage Buff does not run out when offline/logged out.

We will release a full list of whats salvage able and what buff/duration it grants in the following days.

 

 

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Patch Notes

This will be our last update for a while. That beeing said, expect the biggest update of all time around late june to early july.

Here is a little spoiler.

But today, we are introducing Glyph Sockets & Glyphs

On Project Revamped All Armor & Weapons will drop with a Glyph Socket. In order to check your glyph socket information, you can simply hover the item and check the line right underneath the level & grade. In order to open the glyph menu for a specific item, shift right click the item for the new interface to open up. All Items will always have only 1 glyph socket and quality does not increase this.

Glyphs are a rare global drop, roughly equal to talismans (about 30% less) and have a massive pool of different glyphs to empower your character. Once found, you can always insert it into one of your equipment pieces, and also take them back out at any time. Unwanted Glyphs can be sold to merchants. There is no item specific glyphs, all fit everywhere.

Here is a list of glyphs found:

Glyph of Strength - 4 str
 Glyph of Health - 4 hp
Glyph of Intelligence - 4 int
Glyph of Wisdom - 4 wis
Glyph of Agility - 4 agi

Glyph of Health - 250 hp
Glyph of Mana - 50 mp

Glyph of Physical - 5 min/max
Glyph of Magical - 5 min/max
Glyph of Defense - 8 defense
Glyph of On-Target Point - 1
Glyph of Evasion - 1
Glyph of Damage Reduction - 1%
Glyph of Critical Hit Chance - 0,5%
Glyph of Critical Hit Damage - 1%
Glyph of Explosive Blow Chance - 2%
Glyph of Explosive Blow Damage - 4%

Glyph of Physical Resistance - 1%
Glyph of Fire Resistance - 1%
Glyph of Cold Resistance - 1%
Glyph of Lightning Resistance - 1%

Glyph of Animal - 0.1 flat egg exp
Glyph of Experience - 1% more experience 
Glyph of Wealth - 5% more geons
Glyph of Lucky - 1% increased droprate

 

Ontop of this, we have also added a new bonus for reaching zone mastery 10 in a specific area. Once zone mastery is done, the specific area will now also drop a Refined Glyph, which can be used to add a second glyph socket to your items. the maximum amount of glyph sockets on an item is 2. The chance to find a refined glyph is exactly the same as finding any other glyph, since it shares the pool, but is like said above only available to be found after zone mastery level 10.

 

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Patch Notes & Balance Changes

Monster Color Effectiveness & Rework

First we would like to explain how the original monster color experience distribution worked:

Currently:

Purple : 200% Experience 100% Loot

Red: 150% Experience 100% Loot

Orange: 125% Experience 100% Loot

Yellow: 100% Experience 100% Loot

Green: 75% Experience 75% Loot & No Egg experience

Blue: 50% Experience 50% Loot & No Egg Experience

Grey: 0% Experience 0% Loot & No Egg Experience

 

How we changed this:

Level 1 > 10

Purple : 100% Experience 100% Loot

Red: 85% Experience 100% Loot

Orange: 70% Experience 100% Loot

Yellow: 50% Experience 100% Loot

Green: 40% Experience 100% Loot + Egg Experience

Blue: 25% Experience 100% Loot + Egg Experience

Grey: 10% Experience 100% Loot + Egg Experience

 

Level 10 > 20

Purple : 120% Experience 100% Loot

Red: 98% Experience 100% Loot

Orange: 81% Experience 100% Loot

Yellow: 60% Experience 100% Loot

Green: 48% Experience 100% Loot + Egg Experience

Blue: 30% Experience 100% Loot + Egg Experience

Grey: 12% Experience 100% Loot + Egg Experience

 

Level 20 > 30

Purple : 140% Experience 100% Loot

Red: 111% Experience 100% Loot

Orange: 92% Experience 100% Loot

Yellow: 70% Experience 100% Loot

Green: 56% Experience 100% Loot + Egg Experience

Blue: 35% Experience 100% Loot + Egg Experience

Grey: 14% Experience 100% Loot + Egg Experience

 

Level 30 > 40

Purple : 160% Experience 100% Loot

Red: 124% Experience 100% Loot

Orange: 103% Experience 100% Loot

Yellow: 80% Experience 100% Loot

Green: 64% Experience 100% Loot + Egg Experience

Blue: 40% Experience 100% Loot + Egg Experience

Grey: 16% Experience 100% Loot + Egg Experience

 

Level 40 > 50

Purple : 180% Experience 100% Loot

Red: 137% Experience 100% Loot

Orange: 114% Experience 100% Loot

Yellow: 90% Experience 100% Loot

Green: 72% Experience 100% Loot + Egg Experience

Blue: 45% Experience 100% Loot + Egg Experience

Grey: 18% Experience 100% Loot + Egg Experience

 

Level 50+

Purple : 200% Experience 100% Loot

Red: 150% Experience 100% Loot

Orange: 125% Experience 100% Loot

Yellow: 100% Experience 100% Loot

Green: 80% Experience 100% Loot + Egg Experience

Blue: 50% Experience 100% Loot + Egg Experience

Grey: 20% Experience 100% Loot + Egg Experience

 

 

Other Patch Notes

- Added all original Potions & Scrolls ot the KalCash Table, except for defense & absorb scroll. You can see the weight here.

- All Stat Point stats have been removed from Armors & Weapons.

- Poison Pouch is removed and poison skills dont require it anymore.

- Water & Meat are now roughly 30% more expensive.

- Water & Meat has been reworked to exist every 5 levels instead of 4. The 2x and 3x efficiency buff to them remains.

- Emperor ToI (T2) has been removed from the Game.

- Added Merchant  Page to Website.

- Added all of the new outposts as teleports and reduced their originally proposed price by 90%.

- Slightly changed the Endurer Profession. (Price cost increased, new passive added)

- Slightly changed the Agile Profession (Eternal Speed removed, new passive added)

- Buffed the Crafter Profession (Prices reduced by 90% to fit server rates, necklace droprate increased furthermore from 25 to 50%. Jewels included.)

- Slightly changed the Priest Profession. (ToUs included and now drop as the highest possible version from the specific area.)

- Durabiltiy has been removed from Items. Fixing tools have been removed from the game as you cannot possibly destroy equipment anymore with failing enhancements.

- All possible quest rewards are now unbound. There is no more bound items to avoid inventory clutter. The only bound-esq. item is a Lock & Key from the Merchant.

- Mirrors & Tained Mirrors are now dropping.

- Added a new Page for the Item Index to Game Guide.

- Changes to Item Index Rewards.

- Added the Story Quests to the Story Quest Page.

- Added the Treasure System Page to Game Guide.

- Added the Mixing Stone Page to Game Guide.

Added the Elite Monsters Page to Game Guide.

 

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30.05.2026 - Game Launcher & Engine Rework

Today we are ready to announce one of our latest reworks.

We have completely changed the way how you log into the game.

The Project Revamped Client has been packed in .pk3 to fully crypt and protect our files and therefore the game wont really be inside a visible folder anymore. 

When downloading project revamped, you will download an installer that will simply install the Project Revamped Launcher onto your Desktop. This will require a game license Key. These are only handed out to Server Owners. It will also install a notepad to your Desktop with Generated Login Informations. You can later change all of these (even ID).

Starting the Launcher will instantly require you to login into your account. Once in the Launcher, your game will always be automatically updated.

Also inside the Launcher, you will find your Character Slot. You now must create your Character inside your Launcher.

We have added many new ways to customize your Character. You can now select between plenty new hair styles, character size features, skin color & attachments such as tattoos & many more new features.

You are also always able to change these even AFTER creating your character.

Also from the Launcher, you will be able to change advanced graphic customisation & filters.

You are now able to use special letters in your name and even have spaces in your name. Your name now may also be colored (many options here) and even have different fonts!

Name Style can also be changed at any point, while name cannot be directly changed.

Name size is now max. 20 characters.

Once your character is created and selected, you will now also be able to choose what UI you would like to play on. We currently have 3 different options available: 

Original 2005 UI

2010 Revamped UI (Mostly old UI but many refreshed elements)

New UI that we reworked (Must be selected for previously announced reworks)

Once your character and ui is selected one it will always default to these specific settings.

Clicking start will instantly start the game and log your character in in approximately 3 seconds. No more login & character screen, and VASTLY reduced loading times.

More infos & notable features:

Your Game Client is now hidden and within the Launcher. You MUST login to acces your game client. it has no directory on your machine. You can acces it by clicking the little folder icon within the Launcher.

The Launcher has a Contact Admin button that will lets you write a letter that directly gets sent to an admins discord via webhook.

The Launcher contains a message box with a interactive hover, admins messages can be received here. It will show a little red number with the amount of new messages aswell.

Within the Launcher, there is a option called Blank Keys. You can now customize these Keys to a Function. this works only in the Launcher as it always requires a game restart

The 3 available keys currently are E,R & L.

Example: You can bind an already existing ingame menu to these buttons (inventory) or more excitingly you can make it so that these buttons open specific website for example. You could set the E key to open the droplist for example. Or maybe you want a ingame hotkey for spotify? the world is yours. Discord webhooks are also supported, shall you want to open a specific discord channel or message a friend.

There is a section for Patch Notes, Servertime & Upcoming Maintenances all within the Launcher aswell. 

We even added multiple different styles for the Launcher so if you would like to change the launchers element colors or enable darkmode this is possible aswell.

Another new Feature is that you can enter a discord webhook within the launcher, to whenever your client does update, it automatically sends the patch notes to a discord channel. We even added a duplication check for this so if multiple people would like to feed into the same channel, it will only do it once even if using the same webhook.

You can also enable event notifications within the Launchers discord webhook features, so it pings you on saturdays before events start.

We are excited to see what you guys think about the new Launcher!

 

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26.05.2026 - Resistances & Stats Overhaul

After an entire week of working on client QoL we are now ready to talk about the most important one. Character Interface, Stats & Resistances.

We have done a Complete (C) Window Overhaul. You can now find out everything about your character including all new bonusses granted from new content on project revamped. You can also now hover each stat and see where they are sourced from. There is a second page that is displaying all current active passive bonusses and where they are sourced from aswell.

We have also done a rework of many combat stats.

We have completely removed & disabled the following stats from all gear and C window:
Old Resistances
Absorb

And reworked them into new stats

Physical Resistance
Fire Resistance
Cold Resistance
Lightning Resistance
Damage Reduction

Here is a list of ALL new reworked stats.

Strength: 0,33 Defense, 0,33 OTP, 0,25% Damage, 0,125 EVA, 0,1 DR

Health: 30 hitpoints, 0,5 defense, 0,5% DR

Intelligence: 0,33 Defense, 0,33 EVA, 0,25% Damage, 0,1 DR

Wisdom: 10 manapoints, 0,5% reduced mana cost of skills

Agility: 0,33 Defense, 0,33 EVA, 0,25% Damage, 0,125 OTP, 0,1 DR

Physical Resistance: Incoming Phyiscal Damage reduced by 1%

Fire Resistance: Incoming Fire Damage reduced by 1%

Cold Resistance: Incoming Cold Damage reduced by 1%

Lightning Resistance: Incoming Lightning Damage reduced by 1%

Damage Reduction: All Damage reduced by 1%

 

Where do you find Resistances ?

All Monsters on Project Revamped have been granted a damage type, that they inflict onto you. You can check the Updated Droplist to see what monsters do what type of damage.

All Armor found on Project Revamped drop with 1 random resistance at all grades. The amount is also influenced by item quality & grade. Resistance can ONLY be found on armors and has no other source of beeing obtained. Good luck i guess?.

Monsters still do their original damage values and defense & evasion works just like before. The resistances are just new bonusses that make you slightly tankier over time due to the weakening of armors and remove the old never used before resistances.

How exactly does resistance math?

If you take 1000 damage from a Devil Soldier and you would have 20% Fire Resistance you would only take about 800 average damage.

How much Resistance can we obtain from Armor?

G10 = 0,1-1

G20 = 1,1-2

G30 = 2,1-3

G40 = 3,1-4

G50 = 4,1-5

G60 = 5,1-6

The higher the quality the higher it is to roll maximum. Legendary guarantees .8 or higher.

So at most you will be able to have 30 Resistance of a specific type, aka 30% damage reduction to a specific damage type.

 

Where do you find Damage Reduction?

Absorb has been removed from the game (all gear) and changed with Damage Reduction. Instead of mostly Knights having it, it has been spread  on ALL classes armor. Knights still have the most, while archer & mage now have equal amounts but slightly less than Knight. That beeing said lower levels typically have no to less of this stat. You can also gain Damage Reduction by statting either Strength, Intelligence or Agility. (10 to 1 ratio)

Does Damage Reduction Stack with Resistances?

Yes. In theory Damage Reduction could be seen as a Global Resistance for everything. If u had 30% Resistance to a specific type and another 20% damage reduction you would take 50% reduced damage. With pretty good gear later you will be around the 50% mark, but not really any higher.

What happens if i have an uneven number of a stat?

All stats in your C window now show the full number even behind the dot . There is no rounding up or down, it will simply utilize the full number as our client supports uneven stats now.

 

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25.05.2026 - Honor & Misc

Part 2 of Todays update, we are finally able to show another smaller thing we have been working on.
This one is rather unimportant, as it doesent really impact gameplay in any way,
but this is one of our favourite reworks so far.

We have completely reworked the Honor System.
Forget everything about the old honor system, all the old item have been deleted. Honor Ranks have been deleted aswell.

On Project Revamped the Honor System is solely a cosmetic system.

Slaying any Monster on Project Revamped has a 1/100 chance to obtain a Honor Point.
This is directly added to your account and if you want to see when you receive one,
you can enable it on (Esc>Other Game Settings>Show Honor). It then will show a little
Message in your Combat Box. This is the only way to obtain Honor Points.

With these notes, we also annul the previously announced dye related content, since its all been moved to Honor.

You can purchase various MTX & Cosmetics from the Honor Store. On Project Revamped, ALL of the underneath MTX can be used on ANY Equipment Grade, rather than only a specific one.

Here is a list of the currently available Items:

Weapon Remodel MTX

- Darkness Weapon Remodel - 250 Honor Points
- Phoenix Weapon Remodel - 250 Honor Points
- Sky Dragon Weapon Remodel - 250 Honor Ponts
- G90 Fiery Red Power of SUN Weapon Remodel - 250 Honor Points
- Fusion Kal Black & White G90 Weapon Remodel - 250 Honor Points

Weapon Effect MTX

- Dragon Breath Effect - 100 Honor Points 
- Static Electric Effect - 100 Honor Points
- Skull Effect - 100 Honor Points
- Vibrant Red Effect - 100 Points
- Vibrant Blue Effect - 100 Points
- Vibrant Green Effect - 100 Points
- Vibrant Yellow Effect - 100 Points
- Vibrant Purple Effect - 100 Points
- Vibrant Pink Effect - 100 Points


Armor Remodel/Recolor MTX (Grants the full set on purchase)

- Ghost Armor Remodel - 500 Honor Points
- Phoenix Armor Remodel - 500 Honor Points
- Blood Dragon Armor Remodel - 500 Honor Points
- Ocean Blue Blood Dragon Remodel - 500 Honor Points
- G90 Fiery Red Power of SUN Armor Remodel - 500 Points
- Obsidian G46 Armor Remodel - 500 Points
- Fusion Kal Black & White G90 Armor Remodel - 500 Points
- Shining Red Recolor - 250 Points
- Shining Blue Recolor - 250 Points
- Shining Green Recolor - 250 Points
- Shining Yellow Recolor - 250 Points
- Shining Purple Recolor - 250 Points
- Shining Pink Recolor - 250 Points

MTX Remover - 20 Points

Skill Effect MTX (can be toggled on/off after purchase)

Mage:

Rainbow Elemental Magic
Changes the magic beam of all Low Class Magic Skills to a rainbow beam!
Cost: 100 Points

Sunset Splashy Ice
Changes the Splashy Ice color to a Red-Yellow-Purple type of circle!
Cost: 100 Points

Turquoise Cure
Changes the Cure Animation of all Cure skills to a turquoise color!
Cost: 100 Points

Knight:

Blood Strike
Changes the blue flash of all strike skills into a fiery bloody red!
Cost: 100 Points

Bermuda Strike
Changes the blue Flash of all strike skills into flowers appearing out of the ground!
Cost: 100 Points

Archer:

Bloody Stagger
Changes the original staggery animation into a dark red themed Stagger!
Cost: 100 Points

Bee Stagger
Changes the original staggery animation into a Yellow-Orange Bee themed Stagger!
Cost: 100 Points

There will be more added until launch so keep an eye on the Honor Page (once we add it).
We have just been playing around with this for a couple of days so give it some time.

 

Mouse Cursor Update

You can now select between a large preset of mouse coursors, increase or decrease cursor size and opacity. You can also create your own cursor. This can be done in (Esc>Other Game Settings>Cursor)

Ground Cursor Update

You can now change the white ground cursor that occurs when you click anywhere into many new presets & also increase/decrease its size. You can also create your own ground cursor. This can be done in (Esc>Other Game Settings>Cursor)

Prophet, Ascetic & Welfare Agent of Beadal Rework

Prophet

Resettings Skills & Stats now has become alot easier. We revamped the prophets UI and having the required item will now let you reset a specific skill or stats much easier.

"Please tell me what to do" Section is now refreshed aswell and shows you a complete list of all available quests in the game, which have been completed & which havent.

The option for the free SoB has been removed, but one is received at level 30,50 & 70.

Ascetic & Welfare Agent Rework

Ascetic & Welfare Agent of Beadal have been merged into 1 NPC, the Wizard.

Wizards Blessing Buff now grants the following:

30% reduced experience on death
Do not lose active buffs or buff items on death

This means with the blessing active & a Low Class Rebirth from vendors you would lose a total of 0 experience.

1 Hour: 5.000 Zamogeons

3 Hours: 10.000 Zamogeons

8 Hours: 25.000 Zamogeons

1 Day: 50.000 Zamogeons

Wizards Special Providence Buff now works differently.

Once a day, resetting at 00:00 /servertime, you can play a game of Trivia with the Wizard. The Wizard is going to ask you ask you a question about KalOnline.

You can choose between 3 difficulty grades for trivia.

Easy Difficulty > 60 seconds to awnser

Medium Difficulty > 45 seconds to awnser

Hard Difficulty > 30 seconds to awnser

The Questions also scale in difficulty.

Once asked the question, you must write the correct awnser in the text box. This NPC has smart ai enabled, meaning you dont need to correctly type every single letter or dash, it will recognize your awnser, even if you misspell completely. You have a total of 3 attempts to awnser the right question. Succeding will grant you the Special Providence Buff, failing will lock you out for the day. You can only attempt 1 difficulty tier per day.

Special Providence (Easy) grants the following effects for 30 Minutes:

- Speed Up Medicine - Baked Eel/Eel Soup - Halidom of Explosive Blow (Small)

Special Providence (Medium grants the following effects for 45 Minutes:

- Speed Up Medicine - Baked Eel/Eel Soup - Halidom of Explosive Blow (Medium)

Special Providence (Hard) grants the following effects for 60 Minutes:

- Speed Up Medicine - Baked Eel/Eel Soup - Halidom of Explosive Blow (Large)

Basically once a day you have to chance to be topped up with meta buffs shall you ever hit rock bottom in terms of supplys. this may happen more often than you think.

We currently have about 80 questions for each difficulty tier, but we plan on adding alot more coming launch.

 

New Outposts

We have added an outpost on the lake at Safe Hill with Quests & Merchants!

We have added a small village at the entrace of the Wolf Area with Quests & Merchants!

We Have added Quests & Merchants at the Death Valley starting enclosure!

 

Revival Crow Refresh

Added a couple new Revival Crows:

Devil Beach Outpost

Dungeon 1 Lobby

Dungeon 2 Lobby

Dungeon 4 Lobby

Wolf Village

Safe Hill Outpost

Death Valley Enclosure

Forest of Elements Entrance

Tower of Priest Lobby

Each of the Major Valley of Devah Citys

We have changed the Location of the following Crows:

Devil Castle Crow has been moved into Devils Harbour Village.

 

New Revival Crow & Dying related features

- Added a completely useless option to check how many times you have died at the revival crows. It will tell you the following 3 things:

How many times you died total (tracks even if used a rebirth)

How many times you respawned at all crows in total.

How many times you respawned at the specific crow.

- Removed the 10 minute timer after dying and you will remain dead until you either click start from village or use a rebirth.

- After using a Rebirth, you gain Speed & Bless (imunity to all Damage) for 6 Seconds.

 

 

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Drop Lookup

You can now Shift Rightclick any Monster to pull up an interface to see each exact Monster Drop, pretty much equal to the Drop List. On that list you will find the Monster ID & item IDs of each individual drop the monster can leave behind.

You can use the item ID to look up the item in the database

/lookup ItemIndex

This command will tell you two things

- The Amount of Items in Existence

- PlayerID ItemID MonsterID KillCount

The 10 most recent drops will be displayed in this command. Older ones are not tracked via this plugin to avoid data clutter, but will be saved in a backlog in the database. This Command works global and is not realm based.

Seasons & Event Structure

Seasons

On Project Revamped we are hosting weekly seasons and plenty of events.

Instead of having new random challenges every week, we that for seasons they are always going to be the same

These Seasons automatically start and end every Monday at 00:00-00:01 am.

Challenge 1 (Per Class & per 10 Level bracket) - Most Experience gained in 60 Minutes.

Challenge 2 (Per Class & per 10 Level bracket) - Most Damage dealt in 60 Minutes.

Challenge 3 (Per Class & per 10 Level bracket) - Most Zamogeons earned in 60 Minutes.

First Place Reward: Season Blessing - 3 Hours (30% exp, 30% droprate)

Second Place Reward: Season Blessing - 2 Hours 30 Minutes (30% exp, 30% droprate)

Third Place Reward: Season Blessing - 2 Hours (30% exp, 30% droprate)

Fourth-Tenth Place Reward: Event Gift Box x3

Events

1st Weekend of the Month - Hide and Seek

Sunday, 16:30 /servertime

Find the Game Master!

First Place Reward: Season Blessing - 1 Hour (30% exp, 30% droprate)

Second Place Reward: Season Blessing - 45 Minutes (30% exp, 30% droprate)

Third Place Reward: Season Blessing - 30 Minutes (30% exp, 30% droprate)

Fourth-Tenth Place Reward: Event Gift Box

2nd Weekend of the Month - Collect

Sunday, 16:30 /servertime

An Administrator will enable a seal that can be dropped from all monsters. The first players to reach 100 seals per class basis will be rewarded. The rewards will be awarded automatically at 00:00 am. The Seals are automatically tracked via database and you dont have to tell anyone that you are done.

First Place Reward: Season Blessing - 1 Hour (30% exp, 30% droprate)

Second Place Reward: Season Blessing - 45 Minutes (30% exp, 30% droprate)

Third Place Reward: Season Blessing - 30 Minutes (30% exp, 30% droprate)

Fourth-Tenth Place Reward: Event Gift Box

3rd Weekend of the Month - Imposter

Sunday, 16:30 /servertime

An Administrator will enable a mysterious artefact that drops 100% of the time, but can be any monster in the game. You will have to find the correct Monster. At Serverstart, this will only be from Vulgar to Devils. A really fast event. The rewards will be awarded automatically at 00:00 am. The Artefact is automatically tracked via database and you dont have to tell anyone that you are done.

First Place Reward: Season Blessing - 1 Hour (30% exp, 30% droprate)

Second Place Reward: Season Blessing - 45 Minutes (30% exp, 30% droprate)

Third Place Reward: Season Blessing - 30 Minutes (30% exp, 30% droprate)

Fourth-Tenth Place Reward: Event Gift Box

4th Weekend of the Month - Invasion

Sunday, 16:30 /servertime

Temporary Fort is under attack! Head to the Ramp to quickly kill as many event foes until they decide to leave. These are always based around current server progression and leave behind powerful items to aid your journey.

5th Weekend of the Month (if there is one)

Sunday, 16:30 /servertime

Each Realm Owner will be awarded a 30 Minute 2x Event Token, valid for 7 days.

Whats found inside an Event Gift Box?

Basically Abandoned Supplies on steroids.

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- Skill Formulas

 Added Skill Formula & Calculations to every single Skill Ingame. Simply hover the Skill to see how to amplify its damage. Also works for Passives, Behead & Auto Attack.

- Inventory Overhaul

- Inventory UI has received an refreshing modern overhaul. There is multiple presets we cooked up and you can select your preferred version in (Escape>Other Game Settings>Inventory)

- Task Inventory is now called Character Inventory (Bound Items)

- Normal Inventory Size has increased from 68 to 120

- Added New Inventory Tag System

Via config you are now able set the transparent background of every single item into a specific color & you can then click the Sort Button on the inventory and it will sort items by background color. Every single item in the game can be added to this. Alternatively, instead of giving a color, you can also add custom letters or numbers to items and tag them that way, or simply just blank tag them & they will still be ordered however you would like to.

- Color Filters

We have added about 50 different Color Filters for your Game Client, if you would like to change the atmosphere of your journey. You can find these in (Escape>Other Game Settings>Filters)

- Skybox

We have added a couple new Skyboxes to the Game. This is disabled by default. You can select your preferred version in (Escape>Other Game Settings>Skybox)

- Ground Item Improvements

Instead of having to change folder files, we have added a new dropdown menu in the escape menu (Esc>Other Game Settings>Ground Items) Where you are able to select Ground Item Presets without directly having to need to restart or even relog. On Top of this we decoded the entire ground item function and you are now able to differenciate bags shall you want. For example you can make it so that armor bags are a different color than kalcash, talismans, quest items etc. You can fully customize this in (Escape>Other Game Settings>Drops). We also added custom presets. For Weapons you can change the model & color even.

Mod support is fully available to have your own custom objects as drop items, if you know how to work with Blender and Photoshop. The Client Directory for this is (Project Revamped>Data>DropItem)

- Drop Notifications & Sounds

In (Escape>Other Game Settings>Drops) you may now create a list of items that you want a drop notification sound to trigger. There is a couple Preset Sounds, but you can add your own sound manually by putting it in your Client Folder (Project Revamped>data>DropSound). It must be a .mp3. Upon restarting your client it will be available to be selected. You can even multiple different sounds selected for different items. There is no limit as to how many you can put.

We also added the option to add a Webhook so you can create interesting plugins with this or directly broadcast drops to discord for example.

If you are an oldschool player you can also simply enable drop notice notifications for every single item via config and just have it shown where the notice usually is!

- Drop Roll Range

You can enable the Drop Range (Escape>Other Game Settings>Drops) to see two different numbers that were rolled. This only works for equipment Drops (Weapons, Armor, Accessoires). This is disabled by default.

Class Roll 1-100 (1-33.3= Knight, 33.4-66.6 = Mage, 66.6-99.9 = Archer)

Quality Roll 1-100 doesent need to be explained.

Incase you like to know how close your roll was to either beeing your class or a specific quality, well, now you can. Is it good for your mental? probably not.

- Explosive Blow & Critical Hit Effects

We have added a new settings to (Escape>Other Game Settings>Effects) That let you change the color of explosive blow & style of the critical hit effect. There is plenty of presets to choose from

- Colorblind Mode Support

We have added a couple different options for all the different variations of colorblindness. You can enable your prefered colorblind mode in (Escape>Other Game Settings>Colorblind)

- Player Health & Mana Bar

- (Optional) Added a Health & Mana Bar above your Character. There is a couple of different styles available for this. This is disabled by default and can be enabled in (Escape>Other Game Settings>UI)

- Monster Health Bar

We added a couple of new display varietys for the Monster Health Bar. Example, you can have it show Actual Health instead of %. We also added a couple new presets for these.This is disabled by Default. You can change this in (Escape>Other Game Settings>UI)

- Ancient Animal QoL

It now shoes the current Experience of your ancient animal directly on the icon, without needing to hover it.

- Exp Bar QoL

You can now hover your experience bar and see exact Level, Bars & Total Experience, shall there be any issues with the UI. That beeing said we did fix alot of UI related issues, so this shouldnt occur anyway.

- Behead Effect

Remember the very old 2005 Behead effect before it got changed? We added it back! Together with a couple more new Behead Effects. This is disabled by default. You can change this in (Escape>Other Game Settings>Behead)

- Reworked In Game Chat

[Normal] Chat is now a Global Realm Only Chat.

[Party] Chat is same as before.

[Guild] Chat is same as before.

[Alliance] Chat is same as before. 

[Drops] new Channel that shows all Realm-only Drops. You can entirely configure what items you want to be displayed here via config.

[Level] new Channels that shows all Local Level Ups.

Having Normal Chat opened will display all other CCs while in Normal Chat.

- Added Option to show Time Stamps in Chat. (Esc>Other Game Settings>Chat)

- Added New Ingame Settings to rebind Hotbar Slots.

You can now use all Keyboard Keys that have a scientific Name. Mouse Keys and Foot Pedal Keys do also work. (Esc>Other Game Settings>Keybinds)

- Added Controller Support

Same like above you are able to fully use a controller. You will need to add the keybinds yourself as the default values are blank. (Esc>Other Game Settings>Controller)

- Fixed NVIDIA GPU Idle Mode.

Your Graphic Card will now ALWAYS stay in idle mode while playing Project Revamped and never start spinning. It will stay in 0 rpm. Obviously if running other Games simultaneously they can still trigger it.

- Rewind System

In (Esc>Other Game Settings>Rewind) you can set a custom Hotkey to record the last (15/30/60/120/180) Seconds of Gameplay and have the recording put into your Client Folder as mp4. (Project Revamped>Recordings). This is disabled by default. There is also plenty of settings in regards to quality. There is another button to have the recording directly sent to a cloud for admin review. This is also disabled by default, even when the above is enabled, for privacy reasons.

- Chat Hyperlink System

You can now paste Links in Chats & Shouts and click on them.

- Emote System

Added a fully working emote system with over 80 different Emotes that you can either have displayed above your character or in game chat. You can even add your own Emotes in (Project Revamped>data>Emotes) There is a .txt turotial in that very location to show you how to do so.

- Commands

We have added alot of new game commands for realm owners and players. You can check them out here.

 

- Improved Website once again and moved categorys to the Game Guide section.

- Slight changes & reworks to Professions to balance them better.

- Lowered required geons for custom content to match lower rates.

- Teleport Icons now show their destination on the Icon, without needing to hover them.

- Wooden Boxes now have a massive shining Aura to see them easier. There is different styles for this and you can change the style & Color in (Esc>Other Game Settings>Wooden Boxes)

- Reworked AFK Check into a Captcha System with 3 Attempts incase you miss type. This will NOT interfere with combat at all, but is an extremely strong anti-botting mechanism that is not able to be bypassed by any form of automation tracking, as there is a near infinite amount of styles.

 

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Patch Notes

- Lowered the price to cut/exchange T1/T2 Jewels because values werent on par with playtest results.

- Epic & Legendary Gear found now triggers a Server Notice

Update about regional servers

It is simply not possible to have different hosting locations with a singular database, but we have found somewhat of a workaround. Server Owners are now given the chance to select a region upon starting your realm. this can be changed as many times as you want. This isnt optimal but the only solution to atleast offer regional servers. If you are playing on a Realm with people from different regions, maybe you can change it on certain days to have everyone enjoy a better ping.

Server Owners are now given the following Commands:

/region EU /region NA /region ASIA /region AUS /region CAN /region TUR

EU Host = Amsterdam

NA Host = Dallas

Asia Host = Singapore

Australian Host = Melbourne

Canada Host = Toronto

Turkey Host = Istanbul

/restart

First you need to set a region (default is always EU), then you need to restart. Restarting the Server will trigger a 60 second timer & it should take no longer than a few seconds for the server to be back upand running.

Note that respawning servers does not affect respawn timers or wooden boxes.

 

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Patch Notes

As we speak the team is working extremely hard on balancing efforts & quests. With all the new custom features available on project revamped it still is very important to make sure that gameplay feels progressive and not too easy despite what we are cooking up.

First, we have a goal to create a very nice almost Wikipedia-like Website with all Information in regards to this project. It is important to remember that this is NOT just another server, but rather a complete new game BASED off the old version.

We have scraped parts of previous Patch Notes and put them very organized into a new website category called Game Guide.

Please take your time to familiarize yourself with this as this is where you will find most information about project revamped.

For today we "obviously" have some very large patch notes in store.

Necklace Overhaul

Over the last 3 days we were extremely busy testing necklace modifiers and especially balancing them. We have concluded this last night.

On a side note, that means we have now completed Balancing most things progression related.

- Necklaces - Talismans - Accessoires - Gear - Rates

Meaning we now get to shift progress towards completing the Server step by Step.

Necklaces Modifiers are now also in tiers, and we have alot of new & reworked modifiers. This had to be done to avoid early powercreep.

There are now 3 Tiers of Necklace Modifiers:

Tier 1 > Level 1 Monsters until Ghosts & Above

Tier 2 > Ghosts until end of D1& Above

Tier 3 > Everything above D1 (Same as Talisman Tiers)

We highly recommend to check out the updated Necklace Modifiers list.

Basically most of the skill modifiers were fine to begin with. Barely any changes were done. Some of the Global Modifiers were definately too weak, so there were some massive buffs there. We tested these thorougly. Alot of the On Kill Modifiers are now just flat buffs to make this easier to understand and unified with other modifers.

these Necklace changes are final.

 

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This weekend we are revealing our final content update that will be accessible on project revamped.

This is going to be our final revamp and going forwards we are solely going to work on completing progress, but oh boy do we have another banger for you today.

Lets start off lightly.

Here is the event questline that you will have to complete in order to unlock massive account benefits:

 

Level 5:
Location: Village of Narootuh
NPC: Chief Guard [Joo-Jimin]
Target: Lower Class Demons
Item: Ok-Jins Pendant
Drop Chance: 1:100

Rewards:
5 Bars of EXP & 5 SP/CP (based on level 5)

Choose 1:
- 1% increased critical hit chance (hidden)
- 2% increased eb chance % 6% increased eb damage (hidden)
- 4% increased critical hit damage (hidden)


Level 10:
Location: Jok-Suh Cargo Station
NPC: General [In-Pill]
Target: Demon Scout Commander
Item: Broken Hourglass
Drop Chance: 1:250

Rewards:
3 Bars of EXP & 5 SP/CP (based on level 10)

Choose 1:
- 10% increased droprate (global & permanent).
- 10% chance for quality to roll twice (global & permanent).
- 10% chance for random gear to drop as your class instead.

Level 15:
Location: Jok-Suh Cargo Station
NPC: General [In-Pill]
Target: Big-Handed
Item: Dandelion
Drop Chance: 1: 1000

Rewards:
3 Bars of EXP & 5 SP/CP (based on level 15)

Choose 1:
- 5% increased ToI - ToA droprate
- 5% increased ToP - ToD droprate
- 5% increased ToW - ToJ droprate

Level 20:
Location: Geum-Oh Mine
NPC: Gate Keeper - Yang-Do
Target: Wild Demon Soldier & Demon Shock Trooper
Item: Demons Claw
Drop Chance: 1: 2000

Rewards:
2 Bars of EXP & 5 SP/CP (based on level 20)

Choose 1:
- Necklaces have a 5% increased chance to contain an additional modifier line
- Necklaces have a 10% chance to roll implicit values twice
- 15% increased necklace droprate

Level 25:
Location: Geum-Oh Mine
NPC: Gate Keeper - Jok-Sae
Target: Demon Water Dragons (all)
Item: Ancient Fur
Drop Chance: 1: 4000

Rewards:
2 Bar of EXP & 5 SP/CP (based on level 25)

Choose 1:
- 1% increased critical hit chance (hidden)
- 2% increased eb chance % 6% increased eb damage (hidden)
- 4% increased critical hit damage (hidden)

Level 30:
Location: Temporary Fort of Geum Ohee Castle
NPC: Jin-Harveyang
Target: Demon Commander
Item: Piece of Shining Gold
Drop Chance: 1: 500

Rewards:
1st Job-Change
1 Bar of EXP & 5 SP/CP (based on level 30)

Choose 1:
-10% increased droprate (global & permanent).
- 10% chance for quality to roll twice (global & permanent).
- 10% chance for random gear to drop as your class instead.

Level 35:
Location: Below Temp Ramp
NPC: Ghosty (yes, we renamed him) (Out of town ghost)
Target: Ghosts & Devils
Item: Mysterious Marble
Drop Chance: 1: 8000

Rewards:
1 Bar of EXP & 5 SP/CP (based on level 35)

Choose 1:
- 5% increased ToI - ToA droprate
- 5% increased ToP - ToD droprate
- 5% increased ToW - ToJ droprate

Level 40:
Location: Forsaken Forest Pain Hill
NPC: Doggebi who wants to be friends with Human
Target: All Masks
Item: Breath of Lightning
Drop Chance: 1: 12:000

Rewards:
1 Bar of EXP & 5 SP/CP (based on level 40)

Choose 1:
- Necklaces have a 5% increased chance to contain an additional modifier line
- Necklaces have a 10% chance to roll implicit values twice
- 15% increased necklace droprate

Level 45:
Location: Forsaken Forest Crow
NPC: Prophet
Target: All Doggebis
Item: Testosterone
Drop Chance: 1: 8000

Rewards:
1 Bar of EXP & 5 SP/CP (based on level 45)

Choose 1:
- 1% increased critical hit chance (hidden)
- 2% increased eb chance % 6% increased eb damage (hidden)
- 4% increased critical hit damage (hidden)

Level 50:
Location: Dungeon 1
NPC: Forsaken Cave Explorer
Target: All Monsters in Dungeon 1
Item: Blood of Ascension
Drop Chance: 1: 15.000

Rewards:
2nd Job-Change
1 Bar of EXP & 5 SP/CP (based on level 50)

Choose 1:
- 10% increased droprate (global & permanent).
- 10% chance for quality to roll twice (global & permanent).
- 10% chance for random gear to drop as your class instead.

Level 55:
Location: Dungeon 2
NPC: Tombs Explorer
Target: All Monsters in Dungeon 2
Item: Shadow
Drop Chance: 1: 15.000

Rewards:
1 Bar of EXP & 5 SP/CP (based on level 55)

Choose 1:
- 5% increased ToI - ToA droprate
- 5% increased ToP - ToD droprate
- 5% increased ToW - ToJ droprate

Level 60:
Location: Dungeon 3
NPC: Doggebi Tower Explorer
Target: All Monsters in Dungeon 3
Item: Power Core
Drop Chance: 1: 15.000

Rewards:
1 Bar of EXP & 5 SP/CP (based on level 60)

Choose 1:
- Necklaces have a 5% increased chance to contain an additional modifier line
- Necklaces have a 10% chance to roll implicit values twice
- 15% increased necklace droprate

Level 65:
Location: Dungeon 4
NPC: Cave of Giant Bird Explorer
Target: All Monsters in Dungeon 4
Item: Samurai Sword
Drop Chance: 1: 15.000

Rewards:
1 Bar of EXP & 5 SP/CP (based on level 65)

Choose 1:
- Experience is increased by 5%
- 25% chance to gain double pity progress, pity items are atleast rare
- ToD, ToA & ToJ have doubled succes chance.

Level 70:
 

Welcome to the next & final section of todays Patch Notes.
With Project Revamped we are trying to offer a very long term experience,
with constant goals to chase, even those that loom far in the distance.
You have reached the final revamp.

Lets talk about Endgame in KalOnline.

We can tell by our statistics that about 60% of players get bored in the early
to mid 50s, especially on the last couple of versions. This has numerous reasons.
When there is little to play for, experience is astronomically slow, you suddenly
start asking yourself: why even bother? We believe to have solved the "Endgame" on Project Revamped.

First, with the experience beeing a curve now, starting way lower, but getting increasingly higher
to the point where it feels more like a progressive curve now rather than just slower & slower,
we believe this will already massively change the way you look at things the further you progress into the server.

But this wouldnt be project revamped, if that would be the only change.
For now, we only mentioned the experience curve going up to about .25-.3x at the lower 50s.
The curve actually continues to increase all the way up to .5x at Level 65 and there is a reason for this.

We have built a complete new Endgame Progression System that fits perfectly into the core loop of this game.
Or have we?

3rd Job Change has always had very poor reviews, as it basically changes the way the game is played
and pretty much invalidates all form of content & sense of progression in an instant.
So, no. there wont be 3rd job skills available.

1)

On Project Revamped Level 70 is the highest possible level you can achieve. You can technically still gain
experience, but the require amount is set to a 99% gap at level 255.

2)

Upon reaching Level 70, you can accept your final event quest, which is a 3 stage event quest.

The first stage requires you to receive proof of courage from every single Demi Boss in KalOnline.

- Chief of the Traitors Hangout Yong-Gi
- Gigantic Species Master
- Lord of Shadow Troop
- Doggebi Lord
- Demon Monster
- Demon Queen

This Step of the Quest is the only Step that can be pre-farmed prior to level 70.

The harder bosses on this list were refreshed to be solo-able content. More infos later.
Completing this objectives rewards you with a Key that unlocks the gate to Forest of Elements.

The second stage requires you to receive 20 of each elements, or 1000 imperfects of each type.

- Earth Element
- Iron Element
- Wood Element
- Water Element
- Fire Element

Once completed, you unlock the Tower of Priest and move to the third stage of this quest.

The Third and final stage of this event quest, requires you to ascend the tower of priest.
Each Floor must be unlocked individually and you will be required to face off against the
different element masters, whilst also collecting a large amount of essence of undead.

- Piece of Unknown World x500 per floor

- Essence of Earth
- Essence of Iron
- Essence of Wood
- Essence of Water
- Essence of Fire

- Essence of Undead x100

Once completed, you can talk to the Shapeshifter located at the end of floor 8,
to complete this very long event quest, to unlock the following:

3rd JobChange
Acces to Valley of Devah


You character will turn into one of the following:

Master of Magic
Master of Sword
Master of Bow

Now, if there is no 3rd Job Skills, why complete this very long event quest?
and what is the point of these new endgame areas?

Before we continue, this is a really good point to adress a couple of things:

- Level is capped at 70, gear is capped at g60. This Endgame revamp
 is NOT about getting higher numbers, but focused on something new instead.

- G60 is already obtainable rather early, every single player who makes it
 this far already will have a couple of pieces, if not more.

- None of the new areas above offer anything new that is of relevance
 compared to the old zones. The only changes will be explained in the next part.

Now lets explain the Perks of Reaching Max Level & The Benefits of 3rd JobChange.

Going back to step 2 & 3 of the quest,

Forest of Elements is essentially following up the AROUND the highest possible
G60 effectiveness, which is most likely a tie around Sumoringers and D3 Guardians.
The only twist to Forest of Elements, is that G60 drops at Green Quality at minimum. (uncommon)
Nothing else is changed. Experience doesent matter at this point, keep that in mind.
The Weighing here is now 50/25/15/10.

Tower of Priest also benefits from these exact changes.

Valley of Devah continues the trend, but
items dropped in valley of devah are now at minimum Blue Quality (rare)
and the weighing is 60/30/10.

And last but not least.
What does the 3rd JobChange actually do?

The monsters in valley of devah can drop a new shard:
Shard of Knowledge

100 Shards of Knowledge can be turned into
a Corrupted Skillbook.

Using a Corrupted Skillbook will automatically learn
a RANDOM skill of the opposing Level 50 JobChange Class at maximum grade.
You can have up to 2 Corrupted Skills at a time.
This can be either an Active or a Passive Skill, no weight.

- Using a Corrupted Skillbook while already having a corrupted skill will REROLL it.
- Once you are happy with a Corrupted Skill, You can lock it at the Prophet in Hondel Village.
- After you Lock in a skill, using a corrupted Skillbook will learn a 2nd skill, rather than rerolling the first one.
- You can also trade in 100 Shards of Knowledge for a Cleansed Skillbook, to remove a Locked Skill, shall
 you change your mind in the future.

Summary:

This is the endgame of project revamped. We definately wanted some new form of endgame,
and this should be pretty fun to play around with. None of the Endgame stuff nearly as
overpowered as 3rd job skills would ever be, but you can definately cook up some very cool builds. You arent gaining any power from any of this directly.
Oh, and definately dont throw away necklaces that might impact the multi class aswell!
We also wanted to make sure that none of the Level 70 Content Blows previous stuff out of the water.
This REALLY doesent happen here at all. Level 70 still takes a very long time, and you will be extremely happy
to have some change of scenery at this point, but since the droprate isnt much higher basically,
you are essentially killing stronger monsters for the same rewards.
The only change is the quality related change, but the amount should actually be less than "older" zones since ur killing monsters slower.

Whats your strategy going to be?

A Small FAQ about todays post and question we have received over the last week per email. you can directly contact our team at admin@project-revamped.com

 

Q: How do increased droprate modifiers work?

A: The Increased Droprate from the Event Quest Passive works exactly like it reads:

If a Item Drops at a rate of 1:100.000 and a 10% boost applied, it now drops at a rate of 1: 95.000. Meaning if you were to select all 3 of the droprate modifiers, it would now be 1:85.000.

Q: How does the " gear drops as your class instead " modifier work?

A: If you are playing at Ghosts as a Mage for example, whenever an item is rolled, there is a seperate (lets say you chose both of these modifiers at level 30, then it would be 20%) chance to convert an Archer or Knight Piece directly to a Mage Piece. You would never know this happened because u would either just see a mage piece or a stick on the ground.

Q: How does the " rolls quality twice " modifier work?

A: First it rolls the 10% chance ( so 1/10 drops) and then it rolls Quality Twice and keeps the best outcome. As an example, if you were to stack 3 of these modifiers, there is a 1/3 chance for quality to double roll, which makes getting higher quality items significantly easier. more drops? better drops? class specific drops ? decisions decisions.

 

Q: How do all of these new modifers work to begin with, when this hasnt been possible before?

A: Since we completely detoured the Main Server, we were able to add fully custom datastreams from your character into the database, and therefore add new or rework existing colums. Each Player has an individual Modifier Value in the Database that gets directly updated in realtime when you choose a certain passive. One thing you MAY have already noticed on KalClassic, is that sometimes drops were SLIGHTLY delayed. This was reported by many players actually, but we claimed to have no idea and just blamed a game client issue. Good job everyone on noticing, but it was actually us already testing this plugin ahead of time. Basically the Plugin calculates the drop multiple time and verifys the outcome, so on project revamped every now and then you will maybe notice grey bags appearing a couple hundred ms later. Shall you notice this behaviour happen on the live version, you know the bag most likely dropped due to a new modifier!

Oh. And while on topic lets go off topic. Here is a little fun fact about the KalOnline Drop System. While detouring the Main Server we noticed that there is actually a limit of actions when it came to the itemgroup system, meaning that if a server has alot of active players at the same time there is actually a decent chance that drops get skipped sometimes in the database because there was too many actions in the same second. This limit of actions is affected by many things, server host ping and especially the strength of the servers hardware. Have you ever randomly had a monster drop nothing? Not even Geons? when it usually drops something every time? Most likely due to this. This also means that if you have alot of Hours on this Game, you have most likely been scammed by the game before and maybe even lost a weapon or armor piece! In fact, every live server right now has this issue. Even International. So all these tinfoil theorys that came up that at night drops are better yada yada actually do have something to it. Anyway, this issue is fixed on Project Revamped since drops are distributed through a Plugin now.

 

Q: Now that the entire Structure is known, can we get an EXP Table?

A: Sure.

Level 1: 0,100 
Level 2: 0,100 
Level 3: 0,100 
Level 4: 0,100 
Level 5: 0,100
Level 6: 0,100
Level 7: 0,100
Level 8: 0,100
Level 9: 0,100
Level 10: 0,020
Level 11: 0,023
Level 12: 0,026
Level 13: 0,029
Level 14: 0,032
Level 15: 0,035
Level 16: 0,038
Level 17: 0,041
Level 18: 0,044
Level 19: 0,047
Level 20: 0,050
Level 21: 0,052
Level 22: 0,054
Level 23: 0,056
Level 24: 0,058
Level 25: 0,060
Level 26: 0,062
Level 27: 0,064
Level 28: 0,066
Level 29: 0,068
Level 30: 0,070
Level 31: 0,072
Level 32: 0,074
Level 33: 0,076
Level 34: 0,078
Level 35: 0,080
Level 36: 0,085
Level 37: 0,090
Level 38: 0,095
Level 39: 0,100
Level 40: 0,110
Level 41: 0,120
Level 42: 0,130
Level 43: 0,140
Level 44: 0,150
Level 45: 0,160
Level 46: 0,170
Level 47: 0,180
Level 48: 0,190
Level 49: 0,200
Level 50: 0,210
Level 51: 0,220
Level 52: 0,230
Level 53: 0,240
Level 54: 0,250
Level 55: 0,270
Level 56: 0,290
Level 57: 0,310
Level 58: 0,330
Level 59: 0,350
Level 60: 0,375
Level 61: 0,400
Level 62: 0,425
Level 63: 0,450
Level 64: 0,475
Level 65: 0,500
Level 66: 0,500
Level 67: 0,500
Level 68: 0,500
Level 69: 0,500
Level 70: 0,0001
 

 

Q: Is it on purpose that G20 Equipment cannot be isolated ?

A: Yes. We have taken data from the last versions and usually once people get what they need they instantly skip to monsters 20 levels higher. This STILL could be the case depending on rng, but with the lower experience & stat reductions, you will spend alot more time here now on average than before, and this is intended. If this bothers you, consider taking the " gear drops as your class " passives.

 

Q: I dont understand how exactly the new 3rd Job Change works, can you elaborate ?

A: Example, you are a Level 70 CJB that just completed the 3rd Job Quest. Using a Corrupted Skillbook can now grant you any Hermit Skill. This could be Ice Restriction, Thunder Storm or maybe Refining Weapon or Hail.

IC could potentially get Focus and EA Crit

Commanders could get Berserk and Vaga Crit

EA could get Life Absorption and Poison Cloud

Hermits could get Crit & Int Buff, or Soul Destruction mixed in

Vagas could get 2 Calls or Force of Defense mixed in

Obviously you can get ANY skill so potentially you could also receive a less wanted skill and have to grind out another 100 knowledge shards to reroll the current one.

 

Q: How much time will it take to grind out knowledge shards ?

A: Currently they are set to drop at a rate of about 3-5 per hour regardless of class, so about 25 hours on average for a corrupted skillbook.

 

Q: Will the server become easier as time passes?

A: No. We are running a very strict no buff policy as one of the worst things that happens on private servers is progress becoming easier over time completely devaluing other peoples time that they have put in. There will NEVER be any exp or drop related changes on project revamped. Starting a couple of months late? You better get working then.

 

Q: With geon rate nerfed and drops beeing lower compared to KalClassic, AND no fishing, can we even afford Medicine?

A: You will have to be extremely smart about your spendings, especially in the early game. Equipment with Quality DOES sell for more to vendors, so if you ever get a legendary item thats not suitable, it will still be relatively useful to you. Besides that, it is definately going to be harder this time around, but most likely only in the early stages of the game.

Project Revamped is a HARDER version of KalOnline, so we highly advise to prepare strategies ahead of Launch, so you wont be up for a rude awakening.

 

Q: Event Quests do not give any progression items. is this intended?

A: Yes. On Project Revamped, Quest Reward Distribution is the following:

Story Quests - Free to accept at any time and not attached to any questline that grant anything from simple basic rewards (medicine,speeds,eels,teleports, water & meat) to eventually even kalcash rewards. Later they sometimes even contain a random Talisman or Mixing Stone, but no experience. These typically arent hard to complete.

Event Quests - Questline that must be started at the lowest one, rewarding you with powerful passives and a nice experience boost. Also ALL Skill & Contribution Points are awarded from Event Quests. These can take a while to complete.

Zone Quests - Free to accept at any time and not attached to any questline that grant extremely powerful area unlocks aswell as a huge 1 time misc. reward package that includes alot of supplies & kalcash, but also no experience. These can take a massive time to complete.

We have been a little bit more careful with exp sources on project revamped and shifted alot of power especially from Story Quests to Misc. Rewards rather than experience. So if you are running low on supplies and geons, consider doing a couple of story quests to get you back up and running.

 

Q: Why are EXP Stones disabled on Project Revamped?

A: We simply want to remove the stupid conversation of " I wonder if i can keep them up" - "I wonder if i should save them" - "Wow other people got so many because of good RNG". While in theory they could be implemented easily, we decided against it, as they kind of arent healthy to begin with and also mess up rates alot. That beeing said, they ARENT completely gone. We are planning to host seasonal or random weekend events where everybody might be able to obtain a VERY VERY TINY amount (structured & equal for everyone). We are talking about maybe x1 30 minute stone per week type of shenanigans. Even then, these will be expire based & cannot be saved. More about Seasons & Events in the next couple of days. 

TL:DR: Exp Stones will only be given out on rare occasions and very limited.

 

Q: Will there be a Starter Package & What Weapon will we have if G1 doesent exist?

A: Good catch! We actually created a custom starter Weapon that has somewhat equal stats to a G5 Weapon, infact its about halfway to a G9 Weapon. So you are going to spawn with a Weapon that is inbetween a G5 and G9.

You will receive a very light starter Package containing some basic resources, but nothing too crazy.

 

Q: I died to a Internet Outage and have no rebirth. Is there anything i can do?

A: On Project Revamped the KalCash Pool is extremely thin and finding Rebirths will be easier than before. NPCs are also going to sell Small Rebirths that only loose you 30% of lost experience. We understand that this can become frustrating very quick, but we do like to keep the integrity of the game in tact. If you are someone with bad internet, or just frequent lag spike issues for whatever reason, we might have the perfect solution for you. On Project Revamped we succesfully managed to implement the good old Talisman of Transmigration. This is an item that when you right click it, it lets you select your last death and fully restore the experience from that Death. (Yes, we can see when you die to lag in the Login Server). These Talismans are ONLY available from Admins directly and cannot be obtained ingame. Basically, when you die to something like this, its important you give us a timeframe so we can double check really quick and actually compensate. No timeframe, no compensation.

 

Q: Will all the Level 70 Areas have Zone Quests & will they be added to the Droplist?

A: Yes, this will occur in the next couple of days.

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Weekend Schedule

Friday Evening = Google Doc Survey

Saturday Morning = Event Questline Reveal

Sunday = ???

 

 

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Ramble Part 2

Following up yesterdays ramble, we have some more to share today especially about balancing progress.

First, its extremely important that until launch, you must understand that things are always subject to change. The ONLY things are locked for P-R are the rates (exp/drop).

There will be plenty of balancing of talismans and necklaces. By launch you can expect for talismans to be slightly adjusted & especially have them a little bit more in tiers, and the exact same goes for necklace modifiers. Rather than straight up nerfing the chance for certain modifiers we are going to adjust what monsters can drop certain modifiers on a level base. So in low level, expect to find more modifiers that have utility and global aspects and later in the game you will find more class specific/damage modifiers.

If you are curious, the way we test talismans & power in general, we like to do the famous " 5 minuten test " where we record perfect gameplay and analyse it together and determine wether something over or underperforms.

We arent going to rush things and make sure that with the new curves in play, leveling up will have more fun things that come with it. 

We are currently experimenting with Talisman Modifier ranges, and even Mixing Stone Modifier ranges.

Basically, we aim to have a progressive experience in every aspect

Experience

Gear

Talismans / Mixing Stones

Necklace Modifiers

with epic & legendary gear in play, there is still PLENTY of opportunity to get ahead and strong quickly, BUT we also dont want the lucky chosen few who will have a perfect start (legendary weapon, solid toi, maybe mystery) to accelerate too quick, whilst others will be "stuck" on weaker equipment. Just the Tiers of Gear is ALREADY a very massive difference and we dont want to amplify this further with enhancing, ESPECIALLY in the lower stages of the game. Thats why early enhancing will be nerfed.

Talismans will have modifier ranges and are generally weaker in early game.

Mixing Stones will have modifier ranges are generally weaker in early game.

Stone of Mystery for example, will be able to roll from 10-50 min/max damage, getting better with the higher monsters you kill, and eventually only drop as 50 min/max at around level 35/40.

So yes, you STILL can find everything just as before, BUT it is now EXTREMELY unlikely.

 

 

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Progress Update & Clarifications

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Today we would like to take the time to adress some rumours and give some general progress updates on where things stand at the moment.

First. About Equipment & General progression.

This project is beeing built with an EXTREME long term vision. So long term that it might already be a mistake. We have already clarified our server Rates here. We have had many emails coming in about progression speed and how it may end up still beeing to fast, especially with "all" the new added bonusses. We can tell you - dont worry about it.

The experience rate at level 10 is about equal to level 35 on 0.1x. Armors & Weapons are slightly worse than what they used to be. Roughly 30% to be exact. In order to be as powerful as before, you need aprox. atleast a set of "Rare" equipment, whilst always having the chance to find better equipment than what used to exist before.

Alot of players didnt understand the new equpment scaling, to be fair it wasnt greatly worded. Here is a quick glance of equipment strength:

Normal (White) 30% worse stats as before

Uncommon (Green) 15% worse stats as before

Rare (Blue) Equal to original Equipment

Epic (Purple) Equal As Imperial, Armor is 15% better

Legendary (Orange) 15% Stronger than Imperial, Armor is 30% better

- every single line of stats is either decreased or increased, no exceptions -

Less OTP, Less Defense, Less Evasion, Less Damage, Less HP/MP, Less Everything.

We have also agressively rounded up & down, making upgrades more impactful.

Now that this is clarified, lets talk about the droprate. Obviously with this low of an exp rate, especially early on, it makes no sense for drops to be flooding the ground. Here is a rough estimation of drops, the numbers arent accurate at all, just roughly what you can expect.

G10 Equipment is as are as G21/G24/G25 on KalClassic.

G20 Equipment is as are as G32/G33/G37 on KalClassic.

G30 Equipment is as rare as G45/G46/G48 Equipment on KalClassic

G40 Equipment is inbetween the above and G50 (3/10 scale), so still leaning heavily to old G45/G46/G48 rate on KalClassic, just about 33% lower)

G50 Equipment remains the same.

G60 Equipment remains the same.

Keep in mind that the latter 2 were massively increased from the 2006 game version.

So, are you still worried about fast progress?

 

 

Now, about the overall server progress. 

We added a new Page here, where you can now check Progress.

If you would like to receive notifications for Updates,

you can send a blank E-Mail to

admin@project-revamped.com

with the title Newsletter to receive email updates.

You could potentially enable further push notifications, if you REALLY wanna be updated.

To be fair, who doesent?

- We also somewhat finalized the Mastery Requirements

You can view the current table here.

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02.05.2026

Core Game Update & Minor Game Update


1) Zone Mastery & Zone Prestige

2) Wooden Box Rework

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We are finally ready to reveal our final major update.


As you already have seen, we have multiple different types of quests on project revamped.
The Zone Mastery system is tied directly to our new zone quests in particular.

Now what is Zone Mastery?
Zone Mastery is a new secondary progression completely seperate 
from the main progression, but also happening completely simultaneously.

In order to unlock zone mastery, you must first complete the very grindy corresponding zone quest.
Once the zone quest is completed, you automatically unlock zone mastery.

The moment zone mastery is unlocked on your character, it adds a new itemgroup to all the inhabitants of the area.
At the start, the itemgroup only adds undead remains (kind of like heads) to the zone.
These remains must be collected and turned in to the Zone Master to increase your Zone Prestige Level.

You will start off at Level Mastery Level 0 when the zone quest is completed.

Prestige Level 0 has no bonusses except for the added itemgroup, that makes monsters leave behind remains.
Once a certain amount of remains are turned into the zone master, you reach zone prestige level 1.

Zone Prestige Level 1 Grants the following bonusses:

Experience +2%
Geons +2%
Chance for Misc. Items to drop in pairs +1%
Chance for Talisman to drop in pairs +0,5%
Chance for KalCash to drop in pairs +0,5%
Chance for Weapons to drop in pairs +0,2%
Chance for Armor to drop in pairs +0,2%
Chance for Accessoires to drop in pairs +0,2%

Zone Prestige Level 2 Grants the following bonusses:

Experience +4%
Geons +4%
Chance for Misc. Items to drop in pairs +2%
Chance for Talisman to drop in pairs +1,0%
Chance for KalCash to drop in pairs +1,0%
Chance for Weapons to drop in pairs +0,4%
Chance for Armor to drop in pairs +0,4%
Chance for Accessoires to drop in pairs +0,4%

Zone Prestige Level 3 Grants the following bonusses:

Experience +6%
Geons +6%
Chance for Misc. Items to drop in pairs +3%
Chance for Talisman to drop in pairs +1,5%
Chance for KalCash to drop in pairs +1,5%
Chance for Weapons to drop in pairs +0,6%
Chance for Armor to drop in pairs +0,6%
Chance for Accessoires to drop in pairs +0,6%

Level 3 Milestone Bonus: Misc. Table is now improved and has a 10% chance to drop a stack of Hard Boiled Salmons
as bonus when the another misc. item is rolled.

Zone Prestige Level 4 Grants the following bonusses:

Experience +8%
Geons +8%
Chance for Misc. Items to drop in pairs +4%
Chance for Talisman to drop in pairs +2,0%
Chance for KalCash to drop in pairs +2,0%
Chance for Weapons to drop in pairs +0,8%
Chance for Armor to drop in pairs +0,8%
Chance for Accessoires to drop in pairs +0,8%

Zone Prestige Level 5 Grants the following bonusses:

Experience +10%
Geons +10%
Chance for Misc. Items to drop in pairs +5%
Chance for Talisman to drop in pairs +2,5%
Chance for KalCash to drop in pairs +2,5%
Chance for Weapons to drop in pairs +1,0%
Chance for Armor to drop in pairs +1,0%
Chance for Accessoires to drop in pairs +1,0%

Level 5 Milestone Bonus: KalCash Table is now improved and has a 10% chance to drop a random
1 hour potion or scroll as bonus when another kalcash item is rolled.

Zone Prestige Level 6 Grants the following bonusses:

Experience +12%
Geons +12%
Chance for Misc. Items to drop in pairs +6%
Chance for Talisman to drop in pairs +3,0%
Chance for KalCash to drop in pairs +3,0%
Chance for Weapons to drop in pairs +1,2%
Chance for Armor to drop in pairs +1,2%
Chance for Accessoires to drop in pairs +1,2%

Zone Prestige Level 7 Grants the following bonusses:

Experience +14%
Geons +14%
Chance for Misc. Items to drop in pairs +7%
Chance for Talisman to drop in pairs +3,5%
Chance for KalCash to drop in pairs +3,5%
Chance for Weapons to drop in pairs +1,4%
Chance for Armor to drop in pairs +1,4%
Chance for Accessoires to drop in pairs +1,4%

Level 7 Milestone Bonus: Talisman Table is now improved and has a 10% chance to drop a bonus
Talisman of Accuracy when a ToI is rolled, a 10% chance to drop a bonus Talisman of Defense when a ToP is rolled &
a 10% chance to drop a Talisman of Jeweller when a ToW is rolled.


Zone Prestige Level 8 Grants the following bonusses:

Experience +16%
Geons +16%
Chance for Misc. Items to drop in pairs +8%
Chance for Talisman to drop in pairs +4,0%
Chance for KalCash to drop in pairs +4,0%
Chance for Weapons to drop in pairs +1,6%
Chance for Armor to drop in pairs +1,6%
Chance for Accessoires to drop in pairs +1,6%

Zone Prestige Level 9 Grants the following bonusses:

Experience +18%
Geons +18%
Chance for Misc. Items to drop in pairs +9%
Chance for Talisman to drop in pairs +4,5%
Chance for KalCash to drop in pairs +4,5%
Chance for Weapons to drop in pairs +1,8%
Chance for Armor to drop in pairs +1,8%
Chance for Accessoires to drop in pairs +1,8%

Zone Prestige Level 10 Grants the following bonusses:

Experience +20%
Geons +20%
Chance for Misc. Items to drop in pairs +10%
Chance for Talisman to drop in pairs +5,0%
Chance for KalCash to drop in pairs +5,0%
Chance for Weapons to drop in pairs +2,0%
Chance for Armor to drop in pairs +2,0%
Chance for Accessoires to drop in pairs +2,0%

Level 10 Milestone Bonus:
- Remains dont drop anymore as you have proven your worth, and the itemgroup is replaced
 with a new special one.

Here is what now can drop from monsters at a very low rate:

Scroll of Divinity

 Scroll of Divinity is an extremely rare scroll that lets you
 chose a modifier on your necklace to turn it into a new random modifier
 from a set modifier pool. You can see each of the modifier groups here.
 

Scroll of Divinity drops in 10 different varietys:

 Scroll of Divinity - Increased Damage
 Scroll of Divinity - Critical Hit Chance
 Scroll of Divinity - Attack & Cast Speed
 Scroll of Divinity - Critical Damage
 Scroll of Divinity - Mana
 Scroll of Divinity - Self Buff
 Scroll of Divinity - Active Buff
 Scroll of Divinity - Passives
 Scroll of Divinity - Class Special
 Scroll of Divinity - Global
 
Corrupted Blood

 Corrupted Blood is an extraordinary rare blood that lets
 you modify your current pity status unpredictably.
 Right clicking the corrupted blood opens a small textbox
 with an input field that lets you enter a pity id number.
 When you hit ok, a confirmation will ask again, wether you
 really want to corrupt your bloodlines.
 Once you confirm, your pity in that specific itemgroup will
 unpredictably and unweighed either remove 0-25% progress or add 0-25% progress.

 Note that the corrupted blood has an internal check that only lets you use it
 on similar pity groups where it was originally obtained from.

Changs Hourglass
 
 Changs Hourglass is an exceptionally rare item that lets you summon
 and talk to the ghost of grandfather chang, the master of animals.
 Chang will allow you to trade your Ancient Animal to another type, while maintaining its exact level & experience within the level.

Talisman of Expert

 Talisman of Expert is a very rare, never seen before artifact from the past.
 Drag on any equipment to unpredictably change the quality to a new random quality.
 Rather than the originial weighing, it is 20/20/20/20/20. it CAN also stay on the same quality.
 Enhancement Modifiers on said equipment will remain the same.

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FAQ:

Q: Will multiple players be able to prestige levels together?

A: We currently have 2 different settings. Before Launch, when we collect player data, you will be given a .txt file where you have to fill out wether you want to have solo progression or multiplayer progression for this feature in particular. The latter is up to 6 people, STILL character based and shall you select multiplayer progression, the amount of required remains is increased by the amount of players on your team. 6 Players means 6 times the progress required. Keep in mind this is still NOT serverwide, and ONLY characterwide, and the character CANNOT be changed into another character , ever. Only chose multiplayer if you really know who you are playing with, because otherwise you WILL slow yourself down if your friends stop playing at some point. This is NOT a realm wide change but rather basically a small team is created in the database for just those characters who would like to participate in a team.

Q: What does Item x y z now drop in pairs mean?

A: When you receive any item, there is a chance to drop a 2nd, complete different item from the corresponding suffix modifier. In case of an equipment piece beeing doubled, the quality for the 2nd piece will also roll individually.

Example: You roll the 0,2% chance for 2 Armor Pieces to drop, the first one happens to be a G50 Uncommon Archer Chest, the bonus roll could give you (depending on where you play at the moment and the droptable is class specific or not) a G50 Legendary Archer Helm, or another Chest, or incase of a random spot simply an Epic pair of Mage Shorts.

Basically the bonus drop has absolutely nothing to do with the initial drop, and just adds a guaranteed role from the specific table, whereever you are currently hunting.

Q: How exactly does a Scroll of Divinity work?

A: Lets say you have 3 modifer Necklace that looks like this:

- 16% increased Lightning Damage

- 20% increased Fire Damage

- Charge Skills charge 27% faster

Now you would probably want to change the fire damage modifier into a new modifier to create a very nice amulet for an expert archer in this example.

If you use a Scroll of Divinity - Critical Damage on the Fire Damage Modifier, it will change that modifier to one of the 4 elemental critical damage nodes at random.

Lets say you have a 2 Modifier Necklace that looks like this:

- 19% increased Fire Attack Speed

- 6% increased Lightning Critical Hit Damage

Now you would maybe want a perfect fire amulet and attempt to change the lightning crit dmg to fire crit dmg, and you use a Scroll of Divinity - Critical Hit Damage on this, there IS a chance that the Critical hit damage rerolls into lightning damage again, and the number will just change to 8%, or if you are very unlucky it will even stay exactly the same. So basically, if you use a scroll of the same type of the modifier that you want to reroll, it CAN pick the same modifer again.

 

Q: What Happens if corrupted blood modifes pity above 100% or below 100%?

A: It cannot modify below or above 100%. If for example you use this at 15% pity, worst it can reduce your pity to is 0, and same for if you are at 90%, the pity wouldnt exceed 100% and will cap there instead. And no, beeing at a certain %tage will not change the succes rate. It will still roll the complete range, and if the roll exceeds the possibility, it will just cap instead of going into minus or plus.

 

Q: What Zone Quests will be eligible for Zone Mastery?

A: We have narrowed down Zone Quests to the following:

Devil Castle Harbour Zone Quest
will affect both Ghosts & Devils.

Forsaken Forest Zone Quest
will affect both Masks & Doggebis.

Dungeon 1 Zone Quest
will affect the entire Dungeon.

Tombs Clover Zone Quest
will affect the entire Tombs Clover.

Wolf Zone Quest
will affect the entire Wolf area.

Dungeon 2 Zone Quest
will affect the entire Dungeon.

Dungeon 3 Floor 1 Zone Quest
will affect D3F1-D3F3.

Dungeon 3 Floor 4 Zone Quest
will affect D3F4-D3F6.

Dungeon 3 Floor 7 Zone Quest
will affect D3F7-D3F9.

Highland Zone Quest
will affect the entire Highland.

Dungeon 4 Floor 1 Zone Quest
will affect D4F1-D4F3.

Dungeon 4 Floor 4 Zone Quest
will affect D4F4-D4F6.

Death Valley Zone Quest
will affect the entire Death Valley.

 

Q: How rare will the items from the prestige level 10 itemgroup be?

A: If you had a Scale where G50 is 0/10 & G60 is 10/10

Scroll of Divinity - 5/10

Corrupted Blood - 15/10 but VARIES with Area Level 
(obviously Devil Castle will drop this at a better rate than D3F8)

Changs Hourglass - 20/10

Talisman of Expert - 30/10

Or simply, very rare.

 

Q: Can Absorb & Defense Scrolls be procced from the Level 5 Milestone Passive?

A: No.

 

Q: Will the amount of remains needed to level up your Zone Mastery be the same everywhere?

A: No, we are still tuning the numbers here as we want to make sure that its always atleast an interesting thought of grinding this out, rather than straight up not going for it. Obviously Lower Level locations that you maybe spend slightly less (allthough not much probably) time at will also have way less of an requirement than like D3 for example.

We are going to release these very soon, but they are subjected to change following more playtesting over the next couple of weeks.

Nevertheless it will always be a challenge to reach zone prestige level 10.

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Wooden Box Rework

On Project Revamped we have completely reworked the wooden box spawn behaviour.
Wooden Box spawns have been reduced by 99%.
Wooden Boxes can ONLY naturally be found in open world now (not dungeons).
Only 1 wooden box is now active per region and the spawnfields have been significantly increased, covering roughly 8x the area per box, as before. This is a good point to emphasise that we REALLY edged out the spawn fields to cover almost every available coordinate of traversable land, this means they can now spawn also near mountains and behind trees, rather than just usually in central spawn fields. It will always be accessible though and never out of bounds.
Wooden Boxes now automatically despawn after 15 minutes and spawn somewhere else after another 5 minutes, IF no player is in its sight range.
If a Wooden Box is in a players sight range, it can no longer despawn, until you leave the sight range. Imagine you find one and it would despawn. LOL!


We kept the original Wooden Box Loot and upped the reward amount by roughly 50x,
and added a few new things to it such as Eels & Speed Ups.
Basic Loot contains things such as geon, medicine, buffed waters & meat, teleports.

All Loot in Wooden Boxes can roll on a large range, so each box that you do end up finding will always feel a little different and unique.

We opened 1000 Wooden Boxes and here is the result of an average Wooden Box:

- 10.027 geon

- 627 Medicine (tier depends on the zone)

- 62 box specific waters

- 45 box specific meats

- 14 teleports to whatever nearest city

- 4 speed up medicines

- 2 eels

Ontop of this, there is also a 10% chance to spawn a Treasure Box upon opening a Wooden Box.

A Treasure Box rolls the highest possible amount of all the above loot, and guarantees 3 additional rolls on the KalCash table.

We also have added 3 New Necklace Modifiers for Wooden Boxes.

Wooden Boxes are now extremely hard to find & cannot be hunted, but when you come by one, it will be extremely rewarding.

Wooden Boxes are now exactly what they were always supposed to be.
 

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This is the new landing page from now on. The introduction page has been moved.

From now on we are going to post news and most importantly changes to older already announced notes here so you wont have to check the entire everything.

If you wish to contact us for balancing concerns, suggestions, improvements or anything else thats on your mind, please dont hesitate to contact us at our newly setup e-mail. admin@project-revamped.com

Please make sure to give us your name & valid points as to why something should be changed and dont just simply say - pls nerf/buff -

We will get back to you within 16 hours.

You can also use the side bar on the bottom of the website and click the mail icon to directly send an e-mail, if you dont want to do it the old fashion way.

Here is a quick list of things we are working on and will be released within the next couple of days:

- Full Questlist / - Full Area & Spawn changes doc / - Complete Equipment Stats

- 1 massive core rework and a couple minor reworks

- Reveal of Seasonal Structures, Events & Bountys

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Website Notes & changes since inception

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- Physical Modifiers were removed due to balancing reasons

- Healing x per y effect on talisman have been nerfed from 5 to 8s, this was slightly       overperforming in playtest.

- Added back missing Attack & Cast Speed Necklace Modifiers.

- Removed the chance for equipment to drop with a talisman already applied to it, as this would be a little hard to balance properly.

- There is going to be a weekly 30 minute maintenance every Thursday at 13:30:00 UTC. We want to be more structured moving forward, and this is going to help with random server routing & various other issues.

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