Table of Contents

1. Rank System Changes Pt. 1 (Click here)

2. Rank System Changes Pt. 2

3. New Content: Borutas Kapas & Astral Tower Closed Quarters (Click here)

4. FAQ (Click here)

5. Compatibility Issues & Solutions (Click here)

6. FAQ 2 (Click here)

Greetings, Saviors!



Welcome to part two of this detailed blog post on the upcoming [Re:Build] update. If you haven’t yet, make sure to read part 1 first (click here), so you won’t miss important info on the new advancement system, skills and attributes.



Character Stats and Formulas



We see three major issues with how basic stats are currently handled in the game.



1. Focusing stat point investment on a single stat has great consequences in the balance of individual characters.

2. Some stats display far more efficacy than others, according to their effects.

3. A single basic stat can influence several other stats, displaying excessive importance in item stats.



In order to address these issues, we are automating stat allocation in tune with level-up progress and adapting stat effect formulas, while reducing the number of other stats they influence.



Stat Allocation According to Level



Our current basic stat system was designed so that players could freely customize their character builds as they level up. Unfortunately, with the maximum character level now reaching Lv. 390, this created an environment where many characters have all of their points invested on a single basic stat, resulting in an excessive influence on other stats.



With the [Re:Build] update, characters no longer obtain stat points when they level up. Instead, basic stats increase automatically by about two points (twice the current amount) with every character level achieved, according to that character’s class choices.



Every class has its own set ratio of stats, and your final basic stat composition is determined by the average of the ratios assigned to each of your classes. For example, if you pick only attack-focused classes from the Swordsman tree, you’ll likely end up with higher STR and DEX values. Similarly, should you go for more defensive classes, CON will be among your main basic stats. A less specialized, more balanced selection of classes will result in a relatively even basic stat composition.



Of course, differences do exist even among characters of the same sort (dealer, tank, support, etc.), as each class and role introduces new basic stat setups. The following are the basic stat ratios applied to characters based on different class choices.





<Basic stat differences between a Lv. 390 Swordsman-Highlander and Swordsman-Peltasta character.>

Swordsman

Tree Class STR DEX CON INT SPR Swordsman 0.75 0.5 0.75 0 0 Nak Muay 0.6 1 0.4 0 0 Doppelsoeldner 0.9 0.7 0.4 0 0 Dragoon 1 0.4 0.6 0 0 Lancer 1 0.45 0.55 0 0 Retiarius 0.9 0.6 0.5 0 0 Rodelero 0.7 0.4 0.9 0 0 Matador 0.9 0.5 0.6 0 0 Murmillo 0.8 0.4 0.8 0 0 Barbarian 0.8 0.8 0.4 0 0 Cataphract 1.1 0.4 0.5 0 0 Templar 0.65 0.7 0.65 0 0 Fencer 0.6 1.1 0.3 0 0 Peltasta 0.3 0.2 1.5 0 0 Highlander 0.95 0.8 0.25 0 0 Hackapell 0.75 0.8 0.45 0 0 Hoplite 0.8 0.5 0.7 0 0

Wizard Tree Class STR DEX CON INT SPR Wizard 0 0 0.4 0.8 0.8 Necromancer 0 0 0.3 0.6 1.1 Taoist 0 0 0.5 0.7 0.8 Rune Caster 0 0 0.55 0.85 0.6 Bokor 0 0 0.4 0.7 0.9 Psychokino 0 0 0.55 0.95 0.5 Shadowmancer 0 0 0.4 1.1 0.5 Sage 0 0 0.3 1 0.7 Sorcerer 0 0 0.2 0.7 1.1 Alchemist 0 0 0.55 0.65 0.8 Elementalist 0 0 0.2 1 0.8 Warlock 0 0 0.2 1.1 0.7 Onmyoji 0 0 0.4 0.95 0.65 Chronomancer 0 0 0.55 0.7 0.75 Cryomancer 0 0 0.7 0.7 0.6 Pyromancer 0 0 0.5 0.9 0.6 Featherfoot 0 0 0.6 0.7 0.7

Archer Tree Class STR DEX CON INT SPR Archer 0.75 0.75 0.5 0 0 Appraiser 0.85 0.65 0.5 0 0 Ranger 1.1 0.6 0.3 0 0 Musketeer 1.1 0.4 0.5 0 0 Mergen 1 0.6 0.4 0 0 Wugushi 1 0.5 0.5 0 0 Sapper 0.7 0.4 0.9 0 0 Falconer 0.8 0.5 0.7 0 0 Cannoneer 1.2 0.2 0.6 0 0 Quarrel Shooter 0.5 0.5 1 0 0 Pied Pier 0.7 0.7 0.6 0 0 Fletcher 1 0.65 0.35 0 0 Hunter 0.9 0.3 0.8 0 0

Cleric Tree Class STR DEX CON INT SPR Cleric 0.25 0.25 0.45 0.25 0.8 Druid 0.6 0.4 0.3 0.6 0.1 Dievdirbys 0.2 0.15 0.35 0.7 0.6 Monk 0.8 0.7 0.5 0 0 Miko 0.2 0 0.5 0.5 0.8 Sadhu 0 0 0.3 1.2 0.5 Exorcist 0 0 0.4 1.2 0.4 Oracle 0.2 0.2 0.4 0.4 0.8 Inquisitor 1 0.4 0.6 0 0 Zealot 0.7 0.8 0.5 0 0 Chaplain 0.7 0.7 0.3 0.15 0.15 Kabbalist 0.15 0.15 0.3 0.3 1.1 Krivis 0.7 0.15 0.3 0.7 0.15 Pardoner 0.15 0.15 0.4 0.5 0.8 Paladin 0.3 0.2 1.1 0.2 0.2 Priest 0.15 0.15 0.3 0.4 1 Plague Doctor 0.15 0.15 0.4 0.6 0.7

Scout Tree Class STR DEX CON INT SPR Scout 0.7 0.9 0.4 0 0 Rogue 0.6 0.9 0.5 0 0 Linker 0.7 0.8 0.5 0 0 Bullet Marker 0.75 1.1 0.15 0 0 Schwarzer Reiter 0.8 0.95 0.25 0 0 Squire 0.7 0.7 0.6 0 0 Shinobi 0.75 0.9 0.35 0 0 Thaumaturge 0.65 0.65 0.7 0 0 New Class 1 0.9 0.7 0.4 0 0 New Class 2 0.55 1.1 0.35 0 0 Enchanter 0.45 1 0.55 0 0 Corsair 0.85 0.75 0.4 0 0

With these calculations, a character consisting of Swordsman - Highlander - Barbarian - Doppelsoeldner has their STR increased by (0.75 + 0.95 + 0.8 + 0.9) / 4 = 0.85 per level. Final values are rounded out to the nearest whole number.



The basic stat system then becomes more automated according to your level, but the original mechanism isn’t completely discarded. You can still invest stat points obtained from quests and Goddess Statues freely in a stat of your choice, and you can reset them with a Stat Reset Potion as well. When the [Re:Build] update hits, all stat points obtained by leveling up will be automatically reset so they can be reapplied.



Basic Stat Effects



The effects of each basic stat change as follows.

Stat BEFORE AFTER STR Physical Attack +2 per 1 STR Physical Attack +2 per 1 STR +5 per 10 STR +5% per 10 STR Accuracy +0.5 per 1 STR DELETED +3 per 15 STR CON Max. HP +0.5% of max. HP per level Max. HP +0.3% of max. HP per level +1.5% of max. HP per 10 levels +1% of max. HP per 10 levels HP Recovery +2 per 1 CON DELETED +3 per 5 CON Max. STA +1 per 20 CON DELETED Block +0.5 per 1 CON DELETED +3 per 15 CON ADDED Physical + Magic Defense +2 per 1 CON +5% per 10 CON INT Magic Attack +2 per 1 INT Magic Attack +2 per 1 INT +5 per 10 INT +5% per 10 INT Healing +1.2 per 1 INT DELETED +10 per approx. 34 INT SPR Max. SP +0.5% base MSP per 1 SPR DELETED +1.5% base MSP per 10 SPR SP Recovery +2 per 1 SPR DELETED +3 per 5 SPR Summon Damage ((SPR / (level + 1)) * 100)% Summon Damage ((SPR / (level + 1)) * 100)% Healing +2.8 per 1 SPR Healing +1 per 1 SPR +10 per approx. 15 SPR +3% per approx. 10 SPR Buff Factor * Applied individually for every buff Buff Factor * Applied individually for every buff ADDED Magic Critical Attack +2 per 1 SPR +5% per 10 SPR DEX Attack Speed (DEX / 750)^0.75 Attack Speed (DEX / 1000)^0.5 Critical Attack +4 per 1 DEX Physical Critical Attack +2 per 1 DEX +10 per 10 DEX +5% per 10 DEX Block Penetration +0.5 per 1 DEX DELETED +3 per 15 DEX Evasion +0.5 per 1 DEX DELETED +3 per 15 DEX Level Attack +0.5 per level Attack +1 per level Defense +1 per level Defense +1 per level ADDED Critical Attack +1 per level Max. HP (400 * class tree value) + ((level - 1) * 80 * class tree value Max. HP (400 * class tree value) + ((level - 1) * 80 * class tree value Max. SP (200 * class tree value) + ((level - 1) * 12 * class tree value Max. SP (200 * class tree value) + ((level - 1) * 18 * class tree value Block +0.25 per level Block +1 per level Block Penetration +0.25 per level Block Penetration +1 per level Accuracy +0.25 per level Accuracy +1 per level Evasion +0.25 per level Evasion +1 per level Critical Rate +0.5 per level Critical Rate +1 per level Critical Evasion +0.5 per level Critical Evasion +1 per level HP Recovery Level * class tree ratio HP Recovery 1% of max. HP SP Recovery Level * class tree ratio SP Recovery 3% of max. SP Healing +1 per level Healing +1 per level

Evasion, Block and Critical in Magic Attacks





<Block, evasion and critical being applied to magic attacks.>



Like what already happens with physical attacks, concepts of evasion, block and critical rate will apply to magic attacks as well. Here, values of accuracy and evasion, block and block penetration, and critical rate and critical resistance are based off the same stats that influence the effects of physical attacks.





<(Left) A rod with magic critical attack values. (Right) HP restoring effects replaced by a magic critical attack stat in Animus.>



Critical attack is divided into two different stats – physical critical attack and magic critical attack. The critical attack stat currently in-game turns to physical critical attack at the time of the update, while magic amplification values are adapted to the new magic critical attack stat. Magic amplification as a stat is, then, erased from the game. Some items may also see their stat values altered due to these changes.



Evasion, Block and Critical Rate



We’re readjusting calculation formulas for evasion, block and critical rate: instead of the [attacker’s stat - target’s stat] format, we will begin applying a [attacker’s stat / target’s stat] approach. In order to maintain evasion, block and critical rate standards, however, we also need to balance out accuracy, block penetration and critical resistance, which requires higher values on these stats. Following these changes, we are switching buff effect constants for ratio-based formulas. This also requires equipment items with higher stat values as characters enter the topmost level brackets.





<Evasion values required to maintain the same evasion rate in relation to the opponent’s accuracy, before and after the update.>



The graph above may show only the change in evasion values, but block and critical rate stats will produce similar results, though with different factors and formulas. In evasion, for example, when the number of monsters targeting you exceeds 5, every additional monster causes your evasion rate to decrease by 10%, up to a maximum of 50% (10 monsters). As for block, rather than completely nullifying the attack, it will instead cut its damage in half.



SP



Since new skills introduced after the update will no longer belong to upper ranks, they will no longer require increasingly high SP consumption. If left untouched, this could mean that a lot of characters would end up with excessive SP capacities relatively to how much their skills consume. To prevent that, we’re removing the influence of SPR on SP, and instead have it escalate according to your character level.



Following that, the amount of SP consumed by skills is also slightly increased in concordance with the new level-based standards. On the other hand, apart from a few special cases, SP consumption will no longer increase in proportion to skill level.



Threat and Casting Time Ratio







Factors that determine the degree to which monsters “hate” you, currently referred to as “provocation” or “provocation values”, are unified into a single definition: Threat. Your threat values are displayed in the Character Information window along with other stats.



Casting Time Ratio, a stat that tells the variation in skill casting time, is also a new feature displayed in the Character Information window. As new equipment is introduced after the [Re:Build] update, this stat is also set to appear in-game as an item stat.



Movement Speed



Buffs and consumables that increase movement speed will lose their ability to stack, applying only the highest movement speed value among those that are available. For example, if you receive a +10 movement speed buff and then consume a +5 movement speed potion, only the +10 buff (the one providing the highest value) will apply.



That said, movement speed boosts originating from equipment items, Companions, Tokens and other special benefits will continue to stack regardless of this rule.



Stacking Defense-Ignoring Effects



The following table shows how stacked defense-ignoring effects will have a milder impact after the big update.

Defense-ignoring

Effect 1 Total Effect Defense-ignoring

Effect 2 Total Effect Defense-ignoring

Effect 3 Total Effect BEFORE 20% 20% 20% 40% 10% 50% AFTER 20% 36% 42.4%

<Percentage of defense ignored according to the number of defense-ignoring stacks, before and after the update.>





Items



The rank system update is also bringing significant changes to equipment items’ main stats: attack (in weapons) and defense (in armor). Some items will inevitably have their stats updated due to the rearrangement of class trees, while others turn into entirely different equipment types, according to the new class-specific improvements.



Main Equipment Stats





<Comparison of weapon attack (left) and armor defense (right) values before and after the update.>



As classes currently of different ranks and degrees of performance are adapted to the same standards, item growth is set to become more important than ever.



In conformity with this, weapons have their attack values increased up to 70%, while armor items see a boost in defense of up to 50%. This, of course, calls for an adjustment of the game’s minimum and maximum attack values as well. There will be no change to enhancement value increases, however, making this equipment-boosting feature slightly less influential.





<Defense values before (left) and after (right).>



In order to ensure a clearer role separation between one- and two-handed weapons, we are giving shields a significant increase in defense of approximately 252%. A notable change, considering magic attacks are becoming blockable. Within weapons of the same type, the two-handed version can then provide higher attack values, while its one-handed counterpart secures higher defense and block abilities.



Other Stats





<The Masinios Crossbow undergoes a stat change due to skill Running Shot being deleted.>



In cases where an item contains a stat related to deleted skills or ones that are undergoing significant changes due to class tree reallocations, etc. – as is the case of the Masinios Crossbow up here – those stats are replaced by a similar skill function or a different special stat.



Gems



Following the aforementioned revisions in skill factors, main item stats and evasion/block/critical formulas, regular gems are receiving a few necessary adjustments to their effects. They are as follows.









When this update hits, all regular and monster gems will be extracted from equipment items penalty-free and sent to the corresponding character’s Market Retrieve tab.



Once again due to heavy class/skill and tree rearrangements, some monster gems (skill gems) are set to become obsolete or unusable. In cases where, after the update, a character’s class has changed trees or a skill has been moved/deleted, any corresponding monster gems in their possession will be replaced with a Monster Gem Selection Box: Class. This item allows players to select one of five boxes containing a monster gem pertinent to their desired class tree.







Cannons





<Cannons as two-handed weapons.>



In line with the class tree overhaul, cannons are reallocated to the two-handed weapon category with all that entails: two-handed weapon attack values and enhancement costs, and higher Blessed Gem requirements for transcendence. Cannons already transcended at the time of the update will see no changes to their stage of transcendence.



New cannon varieties introduced after the big patch will come with a maximum of 5 sockets and increased potential. Here, too, cannons already in the game at the time of the update will not undergo any changes related to sockets or potential.





<Legend-grade cannon with its number of sockets increased to 5 after the update.>



The one item we will alter for this [Re:Build] patch is the Velcoffer Cannon, which sees its maximum sockets increased to 5. Existing Velcoffer Cannons will automatically receive two added sockets with no potential consumed.





Other Important System Changes



Moving and Jumping



Stamina will no longer be consumed by regular movement, decreasing only when the character jumps. This way, Stamina becomes a basic resource to manage during combat, while diminishing inconveniences to regular character movement.





<Example: dash differences in Wizard (top) and Archer (bottom) tree characters.>



Dash becomes available to characters of all trees, but with different effects and degrees of performance. See below.

Tree Effects Swordsman Dash is maintained even when you are attacked. Able to dash while mounted. Wizard Dash movement speed -4 Archer Able to dash only in non-combat situations. Dash movement speed +3 Cleric Same movement speed as the original Dash. (Lycanthropy: Human Form changes to reduce Stamina consumption by 50%) Scout Dash movement speed +3 Stamina consumption +100%

Target Priority in Range Attacks



In range attacks, the enemy with the highest AoE defense ratio is the first to be selected as the target. For attacks largely influenced by the character’s AoE attack ratio, the larger the number of enemies with a high AoE defense ratio, the harder it becomes to attack multiple enemies at once. On the other hand, this makes it possible for tank characters with a high AoE defense ratio to stand up to certain monster skills on their own.



Kannushi Advancement



Characters who changed from Miko to Kannushi via Switch Gender no longer need to switch back to female in order to advance to the Miko class again: they can remain a male character and advance straight to Kannushi.



This applies to characters who use Switch Gender to become a Kannushi after this patch is applied, but also to those who are already a Kannushi at the time of the update. Characters who do not have the Kannushi class in their build at the time of the update will first need to become one via Switch Gender before this rule applies to them.



Sorcerer Riding Skill Targeting



After summoning a demon and mounting it with the Riding skill, any demon skills used are directed not to the demon’s target, but in the direction that the demon is currently facing. Skills that require a target to be designated, however, can be directioned towards the closest enemy.



Improved Fields and Main Quests



In order to combat the problem of long waiting periods between monster respawns in regular fields, which can interfere with the flow of hunting, we are increasing monster populations by 50-450% in a total of 81 regions.



Besides this, we are addressing issues of low satisfaction with quest rewards by continuing to increase Silver and EXP yields, particularly in main quests. All 83 final (main) quests in their corresponding level bracket and region have their Silver rewards multiplied by 8-13 times, comparatively to the current game.



Main quests and all subquests of level 300 and above also get the following increase in EXP gains.



Lv. 1-100 main quests: 5 times increase

Lv. 101-200 main quests: 5 times increase

Lv. 201-300 main quests: 3 times increase

Lv. 301-390 sub- and main quests: 5 times increase



In regions corresponding to level brackets lacking a main quest, subquests that are significant enough to the game’s story become main quests as well. Level brackets affected by this change are as follows: Lv. 180-190, Lv. 220-250, Lv. 310-330.



Another important change is that, after completing a main quest, any camp warps of lower related regions can be automatically activated. Visit a Wings of Vaivora NPC after completing any of the following quests to activate the corresponding camp warps.

Everything Intact (3)

Goddess Gabija

Mysterious Slate (2)

Old Story (7)

Revelation of Fortress of the Land

Secret Trade (3)

Swindler Rexipher

The Bishop's Last Mission (2)

The Clown from the Closing Show

The Demons' Goals

The Dimensional Crack (7)

The Final Battle (7)

The Goddess' Hidden Message

The Goddess' Sacrifice (2)

The Hidden Sanctum's Revelation (1)

The King of the Great Humans

The Revelation of Kalejimas

This is Only the Beginning

To Gateway of the Great King

Not only that, Goddess Statues will allow you to move directly to Master NPCs of classes included in your current build.





<The new Goddess Statue function lets you move directly to a Class Master NPC.>



In order to alleviate common frustrations related to object selection in mouse mode, a new priority selection function (Shift + left-click) is being added that will allow players to move and interact with NPCs more conveniently.



Finally, timed items will automatically disappear after they expire, rather than remain in a character’s inventory. System messages will alert you of which expired items were deleted through the chat window. This rule also applies to expired items in the possession of characters at the time of the update.

※ Note that the above content is still under development and may be subject to changes before it is finally applied to the game.



As mentioned in part 1, we have a lot of to cover about the [Re:Build] update, including all the new content that’s coming along in the patch. We have another post up about new raids, equipment and much more which you can read by clicking here!