Project Revamped

22.04.2026

Since our launch last november we have been very busy cooking up a new experience for everyone of you.
We have always been community driven, held polls where available, changed stuff on the fly, yada yada.
Now, its time for us to show what we are capable of.

Presented by individual Members of the Teams from

- Xiu Online
- Sword Online
- Zoo Online
- Kal Classic

We are FINALLY able to show everyone what has been going on for the last 6 months.
With combined forces, this was kept completely hidden from the public eye, and nobody outside the developer team was able to speak about it.
We have had a specific concept in our mind for a couple of years now, and today we are able to reveal the base of it.

For now, we are going to call this thing Project Revamped. We have not yet actually
thought about a proper name as our priority IS and WAS always to actually make the game feel better rather than niche side stuff.

Now lets talk about this.
What is project revamped going to be?

Project Revamped is going to be a very oldschool server that should
actually bring you back to 2006. Its a classic server with completely reworked progression,
kind of like the servers above were.

We have launched many servers and various other reworks so far, but most of them were
all crowd sourced, we never really got to give complete input, due to community standings to certain approaches,
and this changes with project revamped, where this is fully a developers team vision.

We truly believe that classic IS the best version to play this game.
and yes. this WILL be another almost classic version. but what if things are also different at the same time?

Project Revamped will launch with the following modifications:

Extremely Classic Setting with
EXP Rate starting at 0,03 and increases leniently up to 0,1x
Very low custom droprate

On top of this we also have a complete new client,
with many new UI features, commands to cap fps, 4-8k support etc.

Now lets get into the actual content changes.
Buckle up, its about to get extremely spicy.

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---------------------------------------------Major Revamp 1-------------------------------------------------
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Weapons, Armor, Accessoires
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- Armors & Weapon progression has been completely revamped as a part of this project.

Firstly, Imperial & Bead of Fire System has been removed. This will make more sense later.

Instead of the classic G1/G5/G9+ Weapons, G8/G16/G24+ Armors
You will be able to find the following:

G10 Weapons, G20 Weapons, G30 Weapons, G40 Weapons, G50 Weapons, G60 Weapons
G10 Armor, G20 Armor, G30 Armor, G40 Armor, G50 Armor, G60 Armor
G10,G20,G30,G40,G50,G60 Rings, Belts & Trinkets

Weapon Level Requirements are as follows: G10 = 1 / G20 = 15 / G30 = 25 / G40 = 35 / G50 = 45 / G60 = 55
Armor Level Requirements are as follows: G10 = 1 / G20 = 11,12,13,14,15 / G30 = 21,22,23,24,25 / G40 = 31,32,33,34,35 / G50 = 41,42,43,44,45 / G60 = 51,52,53,54,55
Generally, Level Requirement has been dropped by 5.

Base G10 Weapons are roughly as powerful as a G13.
Base G20 Weapons are roughly as powerful as a G21.
Base G30 Weapons are roughly as powerful as a G33.
Base G40 Weapons are roughly as powerful as a G45.
Base G50 Weapons are roughly as powerful as a G53.
Base G60 Weapons are roughly as powerful as a G59.

Base G10 Armor are roughly as powerful as G16
Base G20 Armor are roughly as powerful as G24
Base G30 Armor are roughly as powerful as G32
Base G40 Armor are roughly as powerful as between G40-G46
Base G50 Armor are roughly as powerful as between G50-G55
Base G60 Armor are roughly as powerful as between G60-G65

Base G10 Accessoires give 1 stat of each, ontop of 100 hp & 50 mana
Base G20 Accessoires give 2 stat of each, ontop of 150 hp & 100 mana
Base G30 Accessoires give 3 stat of each, ontop of 200 hp & 150 mana
Base G40 Accessoires give 4 stat of each, ontop of 250 hp & 200 mana
Base G50 Accessoires give 5 stat of each, ontop of 300 hp & 250 mana
Base G60 Accessoires give 6 stat of each, ontop of 350 hp & 300 mana

But what does Base mean?

All Types of Equipment, Weapons, Armor & Accesoires, can be obtained in 5 different varietys.
Normal (White, %40) Uncommon (Green, 30%) Rare (Blue, 15%) Epic (Purple, 10%) Legendary (Orange, 5%).

You can expect a Blue Rare Tier Weapon to be equal to Imperial, Epic is 10% stronger, Legendary 20%, this applies also
in the opposite direction, whilst base type grade is usually the base weapon from before (read above.)

What stats are increased by Weapon Quality?
- Damage, On-Target Point, Stats, Health & Mana

What stats are increased by Armor Quality?
- Defense, Evasion, Stats, Health

What stats are increased by Accessoire Quality?
- ONLY the hp & mana

Ontop of beeing stronger, Epic and Legendary Weapons, Armor & Accessoires will always roll with 1 additional new implicit modifier.

Here is a list of the new Epic & Legendary Weapon Implicits.
an Epic or Legendary Item will ALWAYS have one of these modifiers at random, with no weighting.

Weapons (Bow/Sword)
- 1%/2% increased critical hit chance
- 5%/10% increased critical hit damage
- +3/+6 On Target Point
- +10/+20 min/max physical damage
- Weapon Range + 5/10%
- Attack Speed + 5/10%

Weapons (Stick)
- Ice Spells deal 5/10% increased damage
- Lightning Spells deal 5/10% increased damage
- Fire Spells deal 10/20% increased damage
- Ice Spells have 10/20% increased effect of slow
- +10/20 min/max magical damage
- Meditation grants 30% faster mana regeneration

Armor
- +5/10 to Defense
- + 1/2 to all stats
- +100/200 to Health
- +50/100 to Mana
- + 1/2 to Evasion
- + 1/2% chance to perfect evade a hit (same effect as yellow scroll. NOT absorb)

Accessoires

- +5%/10% bonus chance to roll the Zamogeon Table on kill
- +5%/10% bonus chance to roll the Supply Table on kill
- +1%/2% bonus chance to roll the Talisman Table on kill
- +1%/2% bonus chance to roll the KalCash Table on kill
- +1%/2% bonus chance to roll the Armor Table on kil
- +1%/2% bonus chance to roll the Weapon Table on kill

The way this works is that with a 2% bonus chance, every 50.th monster on average gives a bonus
roll ontop of its normal roll, so basically as an event was on for that specific kill in particular.

For Weapons, there is now only 1 type of weapon, we have basically combined all 3 into one, but due to also revamping the grades, this
was alot easier since it gave us a little more creative freedom.

For Accessoires, Trinket in particular, there is only 1 type now and its a hybrid one.

All Calculations have been carefully done for all stages of the game, and this has already been playtested for all classes.
We made especially sure that generally you will never be weaker as before, but rather stronger shall u obtain Epic or Legendary Tier Items.
To add to this, armors in particular were extremely strong in the earlier stages of the game (imagine G42 at dragons for example),
and relatively weaker in later stages (imagine g50 set in d3f6, barely a difference to g46).
This has been also completely changed, and therefore u will be hit harder ealier, but will also make getting better armor later
WAY more important but most importantly REWARDING. Getting a new armor shouldnt feel like "Cool, +1 Evasion, whatever", but
rather should feel nearly the same way as receiving a weapon.

What else can you expect from this rework:

- Damage & OTP/Hitrate is 1:1 as before.
- Tankyness in especially lower levels went down slightly. This will equal itself at around the G50 Mark.
- Health & Defense are also slightly worse than before. This also will get alot better later, where its higher than before.

IMPORTANT
It might seem that u will have more stats than before, but its actually not the case at all.

its a NEW FORM OF PROGRESSION,
you cant really compare it to before.

As for the rest, we try to not reveal specific informations to let you explore yourself, as that is the most fun part of this!

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---------------------------------------------Major Revamp 2-------------------------------------------------
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Talismans, Enhancing, Mix Stones
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Talisman no more! atleast to what you know!

All Classic Talismans have been removed.
Talisman of Attack & Magic, Revisions stones are also removed.

We have spent the time to from scratch create new talismans to enhance your items, new stats, new names.

On Project Revamped, you will find the following Talismans:

Applicable on Weapons:

Talisman of Intensification - Powerful
Talisman of Intensification - Enduring
Talisman of Intensification - Wizards
Talisman of Intensification - Holy
Talisman of Intensification - Elusive
Talisman of Intensification - Acceleration
Talisman of Intensification - Echoing
Talisman of Intensification - Massive
Talisman of Accuracy

Applicable on Armors:

Talisman of Protection - Brutal
Talisman of Protection - Shiny
Talisman of Protection - Refreshing
Talisman of Protection - Sophistication
Talisman of Protection - Phasing
Talisman of Protection - Mighty
Talisman of Protection - Vengeance
Talisman of Protection - Diamond
Talisman of Defense

Applicable on Accessoires:
- Talisman of Jewellers upgrades the effect of the chosen Talisman by 10% per stage (max +10, same odds as ToD)


Talisman of Wonder - Pure
Talisman of Wonder - Outlast
Talisman of Wonder - Intelligent
Talisman of Wonder - Preach
Talisman of Wonder - Speed
Talisman of Wonder - Crimson
Talisman of Wonder - Fade
Talisman of Wonder - Pearl
Talisman of Jewellers

Applicable on Everything: Can be used on all equipment

Hybrid Talisman - Marble
Hybrid Talisman - Ambidexterity
Hybrid Talisman - Progression
Hybrid Talisman - Gambler
Hybrid Talisman - Fortunate
Hybrid Talisman - Divergence

Applicable on Weapons:
- ToR adds both Physical & Magical Levels

Talisman of Revision - 1/1
Talisman of Revision - 2/2
Talisman of Revision - 3/3
Talisman of Revision - 4/4
Talisman of Revision - 5/5
Talisman of Revision - 6/6
Talisman of Revision - 7/7
Talisman of Revision - 8/8
Talisman of Revision - 9/9
Talisman of Revision - 10/10
Talisman of Revision - 11/11
Talisman of Revision - 12/12
Talisman of Revision - 13/13
Talisman of Revision - 14/14
Talisman of Revision - 15/15
Talisman of Revision - 16/16

 

- All Talismans found are 100% and dont have 2 options.
- Mixing stones are exactly the same as before except some of the elemental ones now actually work. More info in Section 4.
- Mixing Stones are now Drag & Drop & always give the highest grade version

- Stone of Shadow: Increases Damage of Skills with the Physical Tag by 15%
- Stone of Flame: Increases Damage of Skills with the Fire Tag by 15%
- Stone of Lightning: Increases Damage of Skills with the Lightning Tag by 15%
- Stone of Ice: Increases Damage of Skills with the Ice Tag by 15%
- Stone of Poison: Increases Damage of Skills with the Poison Tag by 50%
- Stone of Paralyse: 10% Chance for Normal Attacks or Skills to stun the enemy for 6 seconds
- Stone of Skill: +20% Mana, -10% HP
- Stone of Strength: +20% HP, -10% Mana
- Stone of Mystery: 50 min/max physical & magical damage
- Stone of Demons Blood: +6 to all stats, +200 flat hp/mana

 

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---------------------------------------------Major Revamp 3-------------------------------------------------
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Quests
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On Project Revamped there is 3 types of quests.

NPCs that have the [Story] Tag in their name, are shorter, typical 2005 style quests,
that you can complete as you wish, as they are not bound to a questline.
In fact, there is 200 New story quest you can complete freely at any point.

Npcs that have the [Event] Tag in their name, are part of a questline that will
reward you with your jobchange and a couple very cool new multiple choice quest rewards.

Npcs that have the [Zone] Tag in their name are usually very grindy, massive area quests,
that give you a very large one time quest reward. Sometimes they chain aswell.

And no, there arent going to be any time gated quests, such as dailys or weeklys. no fomo, no forced playing.
Whilst a short section, this was a massive rework and took probably the most time out of anything.

 

Narootuh - 16 Story Quests

Cargo Station - 11 Story Quests

Geum oh Mine - 14 Story Quests

Pub of Giant Bird - 8 Story Quests

Temporary Fort - 26 Story Quests

City of Priest - 23 Story Quests

 

Big Handed Outpost - 4 Story & 1 Zone Quest

Mad Knight Village - 5 Story & 1 Zone Quest

Ghost Village - 6 Story & 1 Zone Quest

Devil Beach Outpost - 8 Story & 1 Zone Quest

Devil Castle Harbour - 8 Story & 1 Zone Quest

Forsaken Forest Outpost - 14 Story & 1 Zone Quest

Dungeon 1 - 14 Story & 1 Zone Quest

Dungeon 2 - 8 Story & 1 Zone Quest

Dungeon 3 - 27 Story & 3 Zone Quests

Dungeon 4 - 11 Story & 3 Zone Quests

Highlands - 30 Story & 4 Zone Quests

Wolf Area - 8 Story & 1 Zone Quest

Tombs Clover - 4 Story & 1 Zone Quest

Cargo Pocket Area - 2 Story & 1 Zone Quest

Elder Beach - 1 Story Quest & 1 Zone Quest

 

More info about the new zones down below in the monster & area sector.

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---------------------------------------------Major Revamp 4-------------------------------------------------
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Skill Tags
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Skills are completely untouched! formulas will be available, but there is 1 twist.
Each skill now has tags attached to it. You can see what type of tag a skill has by hovering it.
Skill Books are also completely removed and wont be introduced on this version.

A Couple of Examples:

Staggering Blow has the "Lightning" Tag, Heartbreaker has the "Fire " Tag & "CC" Tag
Lightning Slash has the "Lightning" Tag, Upward Slash has the "Fire" Tag
Shock Wave has the "Lightning" Tag, Splashy Ice has the "Ice" Tag
Mysterious Arrow has the "Poison" Tag

Chance Capture has the "Self Buff" Tag
Increasing Concentration has the "Self Buff" Tag
Meditation has the "Self Buff" Tag

Berserk has the "Active Buff" Tag
Emergency Escape has the "Active Buff" Tag

Cure skills have the "Healer" Tag
Refining Weapon has the "Buff" Tag
Speed-Up has the "Buff" Tag
CJB Buff Skills have the "Buff" Tag

Curses & Arrow of Silence have the "Curse" Tag
Skills that stun have the CC tag

Passives have skill specific Tags,
for example fatal blow has the "Crit Passive" Tag,
whilst the mage "Magical Passive" Tag. More below.

Some Skills even have multiple Tags

Focus Shot has the "Charge" Tag & "Lightning" Tag
Brutal Attack has the "Charge" & "Physical" Tag
Thunder Storm has the "Caster" Tag & "Lightning" Tag.
All Skills that have a placement indicator are considering a Caster Tag, so no splashy or anything.

This list is not finalized yet there are some missing, and will be adjusted and finalized coming launch.

These tags do nothing by themself, but as you may expect these are directly impacted
by mixing stones effects. but this is only half the rent. if at all.
In the next section you will learn, why these Tags matter.


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---------------------------------------------Major Revamp 5-------------------------------------------------
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Necklaces
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We have brought back the infamous Necklace from the Necklace slot.
But this time around it doesent give any stats.

Necklaces are considered an Accessoiry , are ALWAYS equippable at level 1 and have absolutely no direct combat stats added to them, and cannot be modified by any talisman.
Necklaces are a global drop and you can find them frequently starting directly at vulgars.
We purposely made them a little bit more common because in theory if you are looking for one
that fits ur exact playstyle it will still be extremely hard to find one,
and we just simply want you to have fun with them, as it took a very long time to make these.

Necklaces roll at random with 1 to 3 Lines of a completely new modifier pool.
The same line cannot be rolled more than once.
The weight for modifiers for this is 70/25/5.
That means out 10 necklaces 7 will have 1 modifier, 2,5 will have 2 and 0,5 will have 3.

Here is the list of modifiers you can find on necklaces:

Lightning Skills deal 5-10% increased damage
Fire Skills deal 5-10% increased damage
Ice Skills deal 5-10% increased damage
Physical Skills deal 5-10% increased damage
Poison Skills deal 5-10% increased damage
Lightning Skills have a 10-20% faster attack/cast speed
Fire Skills have a 10-20% faster attack/cast speed
Ice Skills have a 10-20% faster attack/cast speed
Physical Skills have a 10-20% faster attack/cast speed
Poison Skills have a 10-20% faster attack/cast speed
Lightning Skills have a 1-3% increased critical hit chance
Fire Skills have a 1-3% increased critical hit chance
Ice Skills have a 1-3% increased critical hit chance
Physical Skills have a 1-3% increased critical hit chance
Poison Skills have a 1-3% increased critical hit chance
Lightning Skills deal a 6-8% increased critical hit damage
Fire Skills deal a 6-8% increased critical hit damage
Ice Skills deal a 6-8% increased critical hit damage
Physical Skills deal a 6-8% increased critical hit damage
Poison Skills deal a 6-8% increased critical hit damage
Lightning Skills cost 10-20% reduced mana
Fire Skills cost 10-20% reduced mana
Ice Skills cost 10-20% reduced mana
Physical Skills cost 10-20% reduced mana
Poison Skills cost 10-20% reduced mana
Self Buff Skills have 15-30% increased effect
While affected by a Self Buff, absorb 0,1-1,0% of incoming damage
While affected by a Self Buff, food & water recovers 10-20% faster
Active Buffs have 30-50% reduced Cooldown
Active Buffs have 15-30% increased effect (rounded up)
Upon activating a Active Buff, there is a 15-30% chance to have its cooldown refreshed by 50%
While affected by a Active Buff, recover 20-30 mana per second.
Fatal Blow Passives has 10-20% increased effect
Magical Passives has 10-20% increased effect
Bow Mastery Passive has 50-100% increased effect
Concentration Passive has 10-20% increased effect
Defense Passive has 50-100% increased effect
Parry Passive has 10-20% increased effect
Perfect Evasion Passive has 10-20% increased effect
Weapon Mastery Passive has 25-50% increased effect
Charge Skills charge 20-30% faster
Caster Skills cast 25-50% faster
Charge Skills have a 15-30% chance to consume no mana
Caster Skills have a 15-30% chance to have its cooldown refreshed by 50%
Cure Skils have 25-50% increased healing effectiveness
Cure Skils have 10-20% increased healing range
Revival prevents 100% of experience loss
Buffs have 5-10% increased effectiveness
Buffs have 50-100% increased buff duration
CC Skills work against Purple Monsters & Last Twice as long while equipped
1-30% increased movement speed
Medicine have 5-10% increased effect
Comsumeables have a 10-20% chance to not be consumed
0,01% chance to gain a random max grade buff on using a consumeable (cjb,hermit)
+1%-5% bonus chance to roll the Zamogeon Table on kill
+1%-5% bonus chance to roll the Supply Table on kill
0,1%-1% bonus chance to roll the Talisman Table on kill
0,1%-1% bonus chance to roll the KalCash Table on kill
0,1%-1% bonus chance to roll the Armor Table on kil
0,1%-1% bonus chance to roll the Weapon Table on kill
0,1% bonus chance to roll Lucky Finish on Kill
0,05% bonus chance to roll Golden Lucky Finish on Kill


There will most likely be a couple more as they get brainstormed until launch.


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---------------------------------------------Major Revamp 6-------------------------------------------------
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Bad Luck RNG Protection
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Whilst we have already had multiple succesfully implemented pity systems,
this one should beat out all of them.

Our new client allows us to track players monster killcount directly ingame,
and actually connect it to the serverside, rather than just reading it like on current live.

This means we were able to create a plugin that works like this:

Player A kills 50.000 Hermits in D3F6 and has not hit the weapon table.
The Plugin sees wether the table has been rolled before, or not.
If it hasnt been rolled, it will drop a guaranteed roll of that very table.
Shall a Player receive a weapon drop after 30.000 kills for example, this also resets the dry protection to 0.

A few additional information about this:

- the Pity Rate has been set to 350% for armor,weapons & accessoires map wide. This value has been carefully considered.
- the Pity will still be a random item from that table. if the monsters loot table that you are killing consists
 of gear for all classes, the item will be random, if its a class specific table then the item will be that specific class.
- There will be no more "guaranteed" pity items like on current live.
- the Pity is tracked per monster, but its actually beeing pulled directly from the Itemgroup,
 which means for example u killed 27.000 Hermit of Masks, and then 23.000 Hermit of Red Face, the pity would still proc at 50.000,
 and both of the mobs would have their counter reset.
- To ensure u are killing Monsters from the same itemgroup when it comes to pity, we added a command to each monster to check the pity index,
 so you can know for sure what itemgroup you are currently rolling, for pity purposes.
 typing /pity Hermit of Mask for example, written exactly as here, will give u the unique pity ID (156 in this case),
 so you could compare it to another monster, to see if you are actively progessing your pity.
- You can track killcount by using /kc command (more info below)
- The numbers mentioned here are made up, just incase ure wondering.

 

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---------------------------------------------Major Revamp 7-------------------------------------------------
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Dyes and Transmogs
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You will be able to reskin your armor and weapons, by trading in duplicate items for dye items at a transmog NPC.

First, a list of what our equipment looks like:

G10 looks like old g16 A, old G13 W
G20 looks like old g24 A, old G25 W
G30 looks like old g32 A, old G37 W
G40 looks like old g46 A, old G48 Imp W
G50 looks like old g50 A, old G53 Imp W
G60 looks like old g60 golden A, old G62 golden Imp W

You will be able to change the appearance of your equipment the following:

G10, G20, G30 has 3 versions. one blue, one green and one red ish color.
G40 can be changed to look like a) old G40/G42 or b) very old obsidian G46)
G50 can be changed to look like a) g55 emerald armor or b) ghost armor & weapon)
G60 can be changed to look like a) darkness armor, darkness weapons or b) blood dragon armor & g65 imp breath effect weapons or c) Phoenix Gold Armor & Weapons

You can exchange any piece of equipment for 1 dye.
G10-G30 are all universal and the same, and for G40 and above its per grade & per item base.
That means to redye a g60 armor u would need to trade in ANY (not specific) armor for a dye,
and a ANY weapon (not specific) for a weapon dye.
You will be able to select what dye you want, obviously.

And yes, we have the original Darkness Weapons!


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-----------------------------------Area & Monster Modifications----------------------------------
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We have fixed savezone lines nearly on the entire world map. monsters wont travel too far from their original location.
They still have a pretty decent radius, but can be found within a minute or two of searching now.

We improved early monster spawns prior to AoE locations. Outside of Narootuh, Cargo, Mine/Pub.
We are going to release a map with all changes prior to Launch.

Devil Castle has reworked Spawns (not improved), both on the outside & inner. This will favor all classes.

Devil Beach has had its spawns sectioned a little bit better, to make for better gameplay aswell.

Forsaken Forest has no changes except for safezones wich should help on its own.

Doggebi Beach has also had spawn reworks, but wont receive any further buffs this time.
This spot is intended for mages between forest and d1 power, as it has significant better spanws than Forest.

Dungeon 1 has 3 Halls now. Hall 1 is Solo Spots, Hall 2 is Mage Spots, Hall 3 is Party Spots

Dungeon 2 had a full rework, is the exact same as Dungeon 1 hall wise, except aimed for mid 50 to high 60s now.
(Same Monsters, New Vibes, trust)

Dungeon 3 has alot of new Spawns also across all floors, favouring all classes.
F7/F8 have 2 channels now, ch1 is unchanged, and ch2 has 90% reduced monsters and better (almost) point spawns.

Dungeon 4 has had spawn improvements across the entire dungeon aswell.

Highlands has had a few spawn improvements especially entering highlands,
you will generally find alot better 1 by 1 spots, or even small party spots.
Mage Spots remain untouched, as the safezone change is already enough.

Also we have added a couple new outposts
None of these are better than their original counterparts,
they just act as a different type of area to see new scenery.
They do have a bunch of quests there!

Big Handed Outpost

Devil Beach Outpost

Elder Beach consists of the original elder doggebis and have 3 different levels and stats equal to panthers, giants & forest guardians.

As a tribute SwordOnline we added the classic Devil Castle Harbour City!
Tons of cool quests & npcs made by the original team are located there.

As a tribute to XiuOnline we added the famous Wolf area between Narootuh and Cargo,
it consists a main outpost and many new wolfs to fight & quests to complete The stats and spawns
are identical to already existing monsters, as its planned to be an alternative
for the level 45 range, to bridge the gap between mid-high d1 and after.

As a tribute to ZooOnline we have revamped the big pocket area outside of cargo station,
wich contains an outpost, quests & massive bighandeds to fight! these are aimed for high 50s into 60s to have
alternative vibes to play at that level, shall you make it there.

Last but not least, we just wanted to point out that we were especially careful with reworks where
mages are affected, to neither worsen or especially improve them unnessecarily.
Spawns NEVER have increased monsters compared to last version and
spawn fields have rather been cleaned up of unwanted monsters rather than improving to time to lure.
Overall this should be alot more enjoyable for everyone. 
These better spawns are already showing right outside of narootuh.


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----------------------------------------------Misc. changes-------------------------------------------------
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- The Droptable has been rebuild to be nearly as identical as it used to be.
 Everything drops directly now, just like it used to. No More Boxes.
 No Experience or Wealth Stones.
 Abandoned Supplies are removed aswell. Monsters now will occasionally drop meds, meats, demons blood... in higher quantitys.

 The only Misc Items dropping now are:
 Small Medicine, Medium Medicine, Large Medicine, SBWB, Demons Blood, Water & Meats

 The only KalCash Items dropping now are:
 Saving, Moving (5x), Rebirth, Lucky Stone (1 Hour) SoB/SoC

 Polishing Stones and Fixing tools dont exist because u cant possibly fail on your equipment

- Server will be entirely free of donations.
 You can support but u wont get anything for it.

- Drop Rate information will no longer be public. We believe it takes away fun from knowing too much,
 as we would love to push as much as on original feeling as possible.
 With the new progression, and unknown droprates, this will be more interesting than ever, figuring out new things.
 We also are NOT going to release a Drop List, so you will have find gear yourself,
 with that beeing said, it doesent abreviate far from kal classic, if at all.
 Just go Login and play the game and enjoy yourself on this unknown adventure.
 You will still be able to play efficiently once u figure everything out yourself.

- As explained above already, Gear drops in 5 different quality types,
 and if you are really lucky it may also has one of the new talismans applied to it.
 This works for all Weapons, Armor and Accessoires.

- Zamogeons will overall be less than before, and actually more like it used to be in 2005.
 On KalClassic Zamogeons were boosted by like 80%, this has been removed,
 and all the reworked equipment only has the average base clean price.
 That beeing said, you also will need less now because of no fixing tools & talisman of attack/magic etc.
 We did add a bunch of new items to the merchants though! you can read about it below

- Players are limited to 1 account.

- Fishing System has been removed and wont be available on this version.

- We are once again not enabling a public server, because of the entire inixsoft fiasco.
 You will be able to play alongside your friends on a private channel.
 Channel Owners must sign a non disclosure agreement prior to launch,
 and accept to our Terms of Service because Inixsoft has been going after private servers as of last year.

- All type of rankings WILL be public this time, but names WILL be redacted.

- Nobody likes to lose progress and some people get alot more attached to games than others.
 This is why we are enabling database backup to a local host of your choice, so that
 you never worry about having to lose your progress in the future, as you can always play
 this specific version, even if the project one day gets discontinued.
 So far our first versions are all still up and running dating back to 2019, and we have no intentions of changing this,
 so this is just an IF rather than a reality, but nice to have either way.

- There is now 3 types of Medicine. Small Medicine (100) Medium Medicine (200) Large Medicine (300) 
- Waters are double as effective, Meat is 3 times as effective, and both have had their prices halved.

- Stuff you can buy from a Merchant for Zamogeon:

 Small Medicne (20)
 Medium Medicine (35)
 Large Medicine (70)
 Speed Up Medicine (5.000)
 Baked Eel (20.000)
 Eel Soup (20.000)
 Low Grade Scroll of Rebirth (50.000)

 Teleport: Narootuh (500)
 Teleport: Cargo (500)
 Teleport: Mine (500)
 Teleport: Pub of Giant Bird (500)
 Teleport: Temporary Fort (500)
 Teleport: City of Priest (500)

 Teleport: Devil Beach Rock (5.000)
 Teleport: Devil Castle Crow (5.000)
 Teleport: Forsaken Forest Crow (10.000)
 Teleport: Doggebi Tower Crow (10.000)
 Teleport: Safe Hill (25.000)
 Teleport: Cave of Giant Bird Lobby (25.000)


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/rankinglocal - opens level ranking for current realm
/rankingblobal - opens level ranking for all realms
/check PID - ranking shows player id rather than names, this command u can check someones entire gear & stats
/egglocal - opens egg ranking for current realm
/eggglobal - opens egg ranking for all realms
/geonlocal - opens geon ranking for current realm
/geonglobal - opens geon ranking for all realms
/check "G8 Knight Chest 1" Displays all dropped G8 White Knight Chests & When they dropped (2-5 for other raritys)
/pity Monstername - shows monster id so you can compare if u are progressing the correct pity.

/kc monstername - displays current killcount top 10 for each monster and ur own

 

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We are planning on Launching this Summer (Q3), but no proper ETA yet.
Were currently already on playtest, but we would like to make sure
that all numbers are correct, all quests are working, all the new modifiers work as they are intended, yada yada,
so what we can avoid patching thousand times the first days into launch.

And important to mention, Thanks for all the People who helped build the server, most of them arent going to be a part of the management team, as they will be playing themselves. just a heads up.

This Server will be ran by the same team as Kal Classic as we have no interest in adding new members to the team to avoid fiascos such as on Bango and Abaddon.

22.04.2026
 

 

 

©Project Revamped 2026

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