In this update15
Full notes
Full Re:Blade update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Performance
- Gameplay
- Balance
- UI and audio
- Maps
Re:Blade changes
🛠️ Awakening System Rework & Enlightenment Rework
Hello, this is the developer.
Based on the huge amount of feedback you've sent since launch, this patch fully reworks the two core systems of the game — Awakening and Enlightenment.
If you have Re:Blade installed, the update downloads automatically — just restart the game.
This patch reaches deep into the core of how the game plays. It's the first update of this scale since launch.
⚖️ Core Balance Changes
▶ Awakening Level Curve Smoothed
Feedback was clear: the EXP / point curve past Awakening Level 61 was way too steep. The curve has been eased so you keep feeling progression even deep into the late game.
▶ Max Monster Count Reduced + Kill Rewards Buffed
Many of you said "there are just too many monsters on screen — it's overwhelming." The simultaneous active monster cap has been reduced, and kill rewards have been raised across the board.
Max monster count: 150 → 100
Gold / EXP / Relic drop rate from kills: +50%
Each kill is worth more, and late-game performance load eases at the same time.
▶ Lightning Tree Synergy Buffed
Feedback consistently said the Lightning tree felt weaker in DPS than the other weapon trees (Fireball / Ice / Dagger / Greatsword). Three core nodes have been buffed.
Stacked Lightning — chance for an extra bolt to strike the same spot on hit Before: 10/20/30/40/50% → After: 20/40/60/80/100% (At Lv 5, the extra bolt is guaranteed.)
Chain Lightning — chance to spread to nearby enemies on hit Before: 10% → After: 30%
Execution Lightning — chance for an extra bolt to strike on enemy kill Before: 10% → After: 50%
▶ Enlightenment Tree Fully Reworked
The old Enlightenment nodes were all built on a "+bonus / -penalty" structure, which made every choice feel heavy. A lot of you said it felt more like a downgrade than a real upgrade.
The 32 nodes across the 4 trees (Attack Power / Attack Speed / Attack Range / Critical Hit) have now been split into two clear paths — No-Penalty and Trade-off.
◇ No-Penalty (odd slots) — pure bonus, no downside
Tier 1 (1pt) : +5%
Tier 2 (2pt) : +12%
Tier 3 (3pt) : +21%
Tier 4 (4pt) : +32%
→ Efficiency per point improves as tiers go up (5 → 6 → 7 → 8% per pt).
◇ Trade-off (even slots) — bigger bonus + a single stat penalty
Tier 1 : +12% / -5%
Tier 2 : +36% / -13%
Tier 3 : +74% / -22%
Tier 4 : +128% / -32%
→ The bonus/penalty ratio gets more favorable at higher tiers.
◇ Critical Hit tree uses a different structure Since Crit Chance caps at 100%, the bonus is split between Crit Chance and Crit Damage.
No-Penalty
Tier 1 : Crit Chance +2%
Tier 2 : Crit Chance +4%
Tier 3 : Crit Chance +6%
Tier 4 : Crit Chance +8%
Trade-off
Tier 1 : Crit Chance +2%, Crit Damage +5% / Attack Power -5%
Tier 2 : Crit Chance +4%, Crit Damage +15% / Attack Power -13%
Tier 3 : Crit Chance +6%, Crit Damage +30% / Attack Power -22%
Tier 4 : Crit Chance +8%, Crit Damage +50% / Attack Power -32%
→ Even with every Crit tree node learned, total Crit Chance is capped at 40%.
◇ Special nodes (Tier 4 No-Penalty on Awakening / Attack Speed trees)
Extra Strike / Double Thrust: basic attacks land one additional hit.
🌌 Awakening System Overhaul
▶ New Per-Weapon-Type Awakening Pools
Where all weapons used to share a single Awakening pool, the system has been fully restructured into dedicated pools per weapon type.
Sword-only Awakenings
Dagger-only Awakenings
Greatsword-only Awakenings
Each pool contains effects that fit that weapon class's identity.
▶ All Old Shared Awakenings Removed
The previous shared Awakening pool no longer appears.
▶ Awakening Points Reset
Because of this system overhaul, any Awakening effects you currently have will be automatically reset after the patch.
Points are fully refunded based on your current Awakening Level.
▶ [New] Awakening Compendium
A new "Awakening Compendium" button has been added to the Awakening menu.
◇ Any Awakening effect you've ever obtained is permanently recorded in the Compendium.
Records stay even if you reset your Awakening effects.
Switching weapons and using different Awakenings still rolls up into one unified record.
◇ Unacquired effects are shown as "?".
A hint message appears on mouse hover.
◇ Hover over a Hidden Awakening to see its required ingredient Awakenings.
Hover over an ingredient to see its full effect description.
You can trace exactly which combinations unlock each Hidden Awakening.
◇ Existing player migration On your first launch after the patch, all Awakening effects across every weapon you currently own are automatically registered in the Compendium.
🔧 Quality of Life
▶ [New] Show Damage ON/OFF toggle
A "Show Damage" checkbox has been added to the Settings window.
When OFF, damage numbers no longer pop up on monster hits.
Special reward text like Lucky / Huge Lucky is kept separately.
Helps reduce visual fatigue in heavy late-game scenes.
▶ [New] Reset Awakening Points button
A "Reset Awakening Points" button in the Awakening menu lets you remove all learned Awakening effects and get a full point refund.
Awakening Level and EXP are preserved.
You can freely redistribute effects with no penalty.
▶ [New] Relic Chest Owned indicator
A red-dot indicator has been added to the monster buttons in the Relic tab.
It appears when you have one or more unopened Relic chests from that monster.
You can see at a glance which monsters still have chests waiting.
📌 Notes
Due to the full Awakening system overhaul, your existing Awakening effects will be auto-reset on first launch after the patch. Points are fully refunded based on your current Awakening Level and can be freely redistributed in the new per-weapon pools.
Every Awakening effect you previously owned is auto-registered in the Awakening Compendium and stays there permanently.
All 14 language texts (한국어 / English / 日本語 / 简体中文 / 繁體中文 / Русский / Deutsch / Français / Español / Português (Brasil) / Italiano / Polski / Türkçe / ภาษาไทย) have been updated.
A migration step runs on first launch after the patch, so initial loading may take a little longer than usual.
💬 Special Thanks
This update was shaped directly by the feedback you've posted since launch — in Discussions, in chat, in reviews. Thank you to everyone who took the time to share your thoughts.
Special thanks to those whose detailed feedback helped set the direction of this patch:
marcus1503YT, Mr. Moyer
kyuzou
Yojimbo, Weisrihter, Xireka
**AblePVK**
Mech, Maru, cogito1234, 빙빙, Depi, The Oddball Owl, Invidious, Divineblonde, dan zang, Hygolon, yamadoraa, hwphwp, MetalHound, doemondo, 헤븐, ILios, 아즈칼, Powermonger, Lats, pumpboybong, Mr.Bigtime 1981, FourWindSushi, Metro, Black Dynamite, cookies for everyone!, qlfhlcjdfyd1, wlalsrn6000, Tuna
Every line you posted fed straight into this patch. The Discussions, reviews, and Discord stay open — keep them coming. I'm reading everything.
Thank you.
See you in the Raid.
— STAGE Games
Source
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