<?xml version="1.0"?>
<rss version="2.0"><channel><title>General Discussion Latest Topics</title><link>https://forum.vendettagn.com/index.php?/forum/10-general-discussion/</link><description>General Discussion Latest Topics</description><language>en</language><item><title>Current Game Status - Part 2</title><link>https://forum.vendettagn.com/index.php?/topic/37103-current-game-status-part-2/</link><description><![CDATA[<p>
	Hello Jordan, Artemisa here
</p>

<p>
	Thank you very much for the thursday's patch, and for listening to some of my request in there. I am probably too early writing this, knowing that its been just a day since it came out, however, I actually wanted to write this down for like a week ago, if no more.
</p>

<p>
	All this time, I got a better perspective on metagame, and how it develops across the time. Probably my previous post in here was too much complaining, but today I have a lot of good things to say in general + a bunch of suggestion I personally gathered from other players.
</p>

<p>
	First of all: congratulations! You did an excellent job when it comes to coliseum, and all staff involved. I don't know who's actually developing the game in general, so I'll just refer as Jordan from now on. The new pet gear on coliseum should solve finally the lack of ACC on pets, and actually provides a lot of value to this sole pve instance. After dozens of attempts, pet finally was dropped from boss too. That was just hilarious. 
</p>

<p>
	Aditionally, the "remake" on pets skills feels very refreshing. I know this is something very problematic, because most of player don't want pets to be remade just to be geared/combined again. So, this feels also like a good positive change without breaking the current system in general. So far, no complains from other players. Also the current pet debuffing thing in the whole party could enable more interesting combinations in pve, like adding support pets, etc. 10/10.
</p>

<p>
	Converting trash skills into pet fragments it's another success from your side, excellent here, however, it could be better if instead of 4 fragments per skill were 5. So we can use 2 trash pet skills to get a brand new pet coin.
</p>

<p>
	 
</p>

<p>
	Now, let's talk about suggestions, my suggestions and some other players suggestions.
</p>

<p>
	 
</p>

<p>
	1. Login Redwards. As I said previously, login redwards are actually excellent, well, almost. A very common complain we usually get is ability, or the non-ability to stack charm chest. This is because they have time limit, that now is moved from 7 to 21 days. But... The problem it's not actually their time limit, but stacking them on inventory. Often players don't have enough space, and it would be nice to being able to actually stack them. 
</p>

<p>
	2. Achievements. I'm not gonna talk about runes or anything else, but HP achievement. Somehow it feels like the HP amount it provides is actually worthless. It could be nice if first achievement gives player +500 HP, second one +750 HP, third one +1000 HP. Or something like that... 
</p>

<p>
	3. What do patches actually do? This is another very, very, very, I'm serious... VERY common complain. Sometimes when content in the game it's modified, we actually want to know what was modified. To be in example, previous patch modified some bosses HP, but we don't know what's the amount. It could be amazing if future patches can provide more information, like:
</p>

<p>
	Mori Mori Boss HP: 600 -&gt; 590
</p>

<p>
	For example. Something like that would be amazing on the patch post.
</p>

<p>
	3. Damage Indicators, gold, numbers. What about damage indicators? It could be interesting if instead of 1123923 we can actually see a 1.123.923. It provides more clarity when dealing damage, but it's also useful when you have to check your gold quickly, or score on pvp/pve, etc. Same for CP on classes. 
</p>

<p>
	4. Stacking items. Some items should be stacked up to 9.999 instead of 999. For example, mats from gathering on towns, eden crystals. It will provide more space for players, specially for the ones that craft racials and have dozens of characters just to feed the server. Guild town warehouse space it's also pretty small on storage, is it possible to make it bigger? Or maybe enable the usage on backpacks here too, with the bank slot rental system.
</p>

<p>
	5. Distribution types. When fighting on some dungeons, the items distribution blue is just not sufficient. It fills the screen with garbage items when you want to focus on fight, and need to roll for need or greed. Can we get a new distribution type, like golden, or so? Just to be able to focus on fight, and roll for items we actually want to need or greed.
</p>

<p>
	6. Search Filter on archive. This is another very interesting mechanic. Instead of just search for an item using its name, it could be interesting to filter for items with damage reduction, def/resis reduction, or even triple hit effects. 
</p>

<p>
	7. Push x5 x10 xAll while doing fame. On aven, if you wanna get more fame on an npc, you need to manually click 1 by 1. It makes the time slower to make fame here. Why not to add buttons with a x5 x10 or xAll of an item in your storage? This is also useful on maps when enemies drops items you trade for gold when doing Path of Destiny, too.<br />
	<br />
	8. Temple Arena and Temple Knights. Yes, this is a place when new players came to get some debuffing gear and help parties when still not geared enough. But now these items has no use. It feels like you are removing content for us to do. Even on Temple Arena, when these trophies and upgrading them gave a very good feeling, well. Now they are worthless. Is it there a possibility to remake/adjust them in order to make them viable again and not break the game on stacking -resis to the whole party?
</p>

<p>
	9. Rerolling racials. Is it there a possibility to add a button to "reroll" current racial? For example, let's take in consideration the Trophy Enchant racial for Halfking. What about a new button called "reroll" with this mechanic: pay 1.000 gold, and get a different trophy enchant from the current one. Or something like that. Tedious part is always to gather mats, specially when you fail the reroll 20 times in a row.
</p>

<p>
	10. Coliseum. Floor levels, when players have to fly to avoid these lava pools, actually the mechanic is broken here. You can just walk straight ahead to the exit and spam fly whenever it's avaiable, and it doesn't matter if you land over a lava pool, you don't receive damage. I know these levels are made to zig-zag towards the exit, and solution here could be as simple as increasing the jump cooldown in 1 second, so player always take some damage when lands on a lava pool. I hope no one hates me for this suggestion, because it will make pve here just a bit longer, haha. But, yes, this is what developer has in mind at first, so no point on break the game this way.
</p>

<p>
	 
</p>

<p>
	That's all on suggestions. Now, I would like to talk about a bit of classes in general. Putting aside all green classes are "dead" now, and no one uses them in general, any other class has some uses, more or less. On VG, adjudicator and totem master are very good together. Even shielder and paladin as debuffers. Battlefield poet is used for one of my friends and he has a good performance when it comes to deal damage and buff party at the same time. 
</p>

<p>
	On the other hand, classes than really are not really used are, besides of green ones: angel of justice, dragon knight and its awaken, illusionist and its awaken.
</p>

<p>
	So, yeah, the game right now has a good pool of usable classes. We're almost there!
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">37103</guid><pubDate>Fri, 08 May 2026 21:09:27 +0000</pubDate></item><item><title>Current Game Status</title><link>https://forum.vendettagn.com/index.php?/topic/36810-current-game-status/</link><description><![CDATA[<p>
	Hello, Jordan, Artemisa here.
</p>

<p>
	 
</p>

<p>
	I can speak for most of the players when I say "I don't like game status since patch about debuff resistances". 
</p>

<p>
	For more than 5 years, I stayed away from the game, and then I decided to return, carrying gear from Gates Of Pandemonium right into ATDF/Abyss/CC. That is about 1.5 years ago, almost 2 years now. Even there was a little hard to look for people who wanted me on their party. And if it was hard back then, now it's nearly impossible, but because pleople doesn't wanna do pve nor pvp.
</p>

<p>
	 
</p>

<p>
	Four months took me to get decent gear back then. Four months being Trainer and nothing else. Things are the same now, but Trainer name changed to Paladin. 
</p>

<p>
	 
</p>

<p>
	Now, I don't want to say your work is useless, cause we know is not. Now that I'm geared enough, and I have almost all end-content unlocked, I can clearly say you did an excellent job when it comes to balance classes. Blade Master is not the monster it used to be, and now has similar performance than most of the other classes. If you wanna go magical, you can do it; if you wanna do physical, you can also do it. But that is only true because Paladin and Totem master debuffs both physical and magical at the same time.
</p>

<p>
	 
</p>

<p>
	It was a little bit hard to get a VG party working back them, same for CC, but now there is no one doing that end-content. Players now have to aim only for Colliseum, Daylight Forest, and maybe Abyss and ATDF. Any other pve content is absolutely empty. I have been logging at different hours this and the past month, and that's true for almost every day. Same goes for Territory War, no one joins there when used to be around 20 players around.
</p>

<p>
	 
</p>

<p>
	Eden was a place where people used to come and feel good, but now that's not even close when all content takes x4 times longer to complete, even for veterans, even for full gear parties. Most of people does not want to spend 10 minutes on a dungeon. Metagame always point to lower and lower time inside an instance, and we were happy about it. When the time raised, players just vanished to somewhere else.
</p>

<p>
	Switching metagame should not increase the amount of time it takes to complete an instance. I can truly say, things are better than 4 months before, and colliseum was a good refresh in the right direction, I'm not gonna lie, this kind of pve content it's absolutely beautiful, fast enough, challenging enough, and of course, funny enough.
</p>

<p>
	But we still need a little bit more. Just a little more...
</p>

<p>
	I personally used to enjoy the time right after a patch, talking to you in Aven, and pointing what's good, and what's wrong, what should be modified, what could we see in the future. Thanks to that Annihilator dropped his MP cost. Now it's time to do it again. Here we go:
</p>

<p>
	 
</p>

<p>
	1. Players are unhappy about the amount of times it takes to complete any pve instance. That's right. It was a good choice to make a 1-entry per day some of the most hard end-content, that is also right in my opinion, if the time inside compensate the x2 loot. But even so pve feels slower. The lack of damage on parties bring some messy problems, like handle boss mechanics for so long and then suddenly lost on a boss reset. That destroys most of the teams morale. Even if classes are now balanced, and there is variety, bosses feels the same as 4 months before. I consider as a good solution to reduce bosses HP a little bit more, and maybe resistances/true resistances too now all resistances debuffing are nerfed. Temple Knight gear, Temple Arena gear became useless for every player, and those items were the newbies last hope when it comes to join on a party. In most of the cases, Paladin now tries to gear as sub-dps since there is no gear that helps debuff enough the team, besides Frigga rings, and maybe some other to reduce defense. Reduce boss stats the enough amount to make them feel challenge and the same time, pleasant to fight with. This has nothing to do exactly with the debuff resis patch, because back then we always used to skip days when most of CC bosses have difficult mechanics. I have to say Aries? No one wanna do that. Trust me.
</p>

<p>
	2. Doing racial feels like a nightmare. Trying to get the exactly item you wanna unlock it's a roulette. Just a few players craft and sell racials, and they have plenty of characters to compensate the time farming mats or rerolling. Solution here should be: creating a new item, so players can unlock the desired gem/glyph/trophy enchant they want, or just allowing them to choose what they gonna unlock next. If this sounds unfair, you could also increase the mats needed for unlocking a racial, but most of the cases, no one wants to gamble on racials or even waste their time trying to unlock it.
</p>

<p>
	3. Pets Issue. I'm gonna be super quickly here, because someone already talked about hitting skills with pets was a thing. Trying to get the S rank on ACC just to not potentially miss a skill feels wrong. This is because pet stat's are from classic Eden, when awakened classes were still a mistery. But now, a pet with 2.000 ACC is basically garbage, and that's rank B! Pet stats should increase too. Also, I suggets a new place to buy pet gear and not trying to get them on gambling boxes from lv80 elites, this also feels wrong. I'm not gonna talk about the pets price, because I think, personally, they are like luxury items, and the price to buy a perfect pet with all bonuses it's kinda hard. Pet's price it's totally fair, most of the times, but yes, this is just my opinion, and I don't even have any perfect pet. <span>:</span>P
</p>

<p>
	4. The debuff patch didn't left us only with balanced classes, but also we got a lot of classes that used to be good to now be garbage. That's true for Blade Master, Executor, and all green classes. If someone it's using one of them, then it's probably trolling. Just kidding. But now seriously. These classes in particular now feels completely useless. Executor was a good class not because its skill set it's overpowered, but because it was able to Cestus/Dagger or Club/Cestus. Sword/Rapier is absolutely garbage, and I consider that these two weapons in particular should be buffed to make it viable again, increasing their patk, or maybe increasing the chance to get triple hits, because if we compare the +20% triple hit on Dagger/Cestus vs the 6% on Sword/Rapier, feels unfair. And, because the Sword/Rapier is pointed only to Executor, there is no real reason to even craft them. Even the Club/Dagger/Cestus trinity has more variety when it comes to uses other classes, like Asura, Assasin, Rakshasa, Kage. 
</p>

<p>
	On the healers side, we got something similar. Adjudicator was the goat on most of the instances, but now Totem Master is better, and all it changed on him is now he can debuff physical resistances and magic ones at the same time. There is no other healer that can perform better than him. Holy Sage is an exception because, yes, it is actually used on a little bit of pve content, but always with a totem master next to him. On the Bard side, it's the same, no one uses it, except on some very specific pve instances, than again, no one wants to go nor back then nor now.
</p>

<p>
	On the magical side. Illusionist branch of classes is dead since always. Never had any use at all on any pve/pvp instance, same goes for classes as glacier knight, for example. And now wyvern has ice damage, I don't know. It could be interesting if you do something in favor of ice element and give us a brand new refresh of classes there.
</p>

<p>
	What I have to say about Agent? It still tries to find a place to belong. But never had any use. I think he deserves some love too. Same goes for Dragon Knight. Used to be a bit useful on VG since it was a good fire debuffer. But now? Well. Totally dead since always. Even more now since it only debuffs itself.
</p>

<p>
	Any other class is actually pretty good. Good job there! Nothing to say. I personally fell in love again with Druid now it has uses on most of pve content, and I used to like him since gear 85 was the metagame.
</p>

<p>
	5. Achievements. When most of the achievements are actually balanced in terms of cost/redward, the runes achievements it's when the nightmare comes into play. This probably is the most disliked achievement since always, and not because it's just difficult, but because it has a pretty good gambling challenge. Trying to kill an exact enemy. Get the exact enchant you want, plus the amount of runes you have to craft than it takes to complete makes the most useless achievement of all. Most of newest weapons already comes with a solid % to get double/triple hits, or even double and triple hit as a base on most of classes skills, not to mention gear and gems. When you compare than a single weapon provides 10% triple hit, vs an achievement that takes 20k gold to complete, + the massive amount of time, then it's totally worthless. The smartest solution I suggest here to unlock something like rune achievements, it's to actually need, for example, all green classes over lv120, for example, or actually get them all of them to 130, ALL CLASSSES. This feels pretty good when you consider other "secret" achievements like Awaken 95 armors, since they provide more stats just crafting all of them, and it's actually easier. But even so, runes achievements lack the power/value neccesary to even be considered useful. Do I also have to point at a single gem with 1% chance its actually easier than crafting this. Runes achievement should be buffed in terms of power, and also make it easier to unlock. What if we take a look at the path of destiny buff that gives 10% double hit (rest in peact btw). That was even better than just crafting ALL runes together, and it was the most easy, or it was the most easy way to get extra damage.
</p>

<p>
	 
</p>

<p>
	That's all I have to say about the things than most of the players we dislike, now, I'll talk about the things I personally and actually like:
</p>

<p>
	 
</p>

<p>
	1. Colliseum. OMG. Do I have to say how precious is this pve instance? As I said earlier, this is exactly what pve should looks like: challenging enough, funny enough, fast enough. Redwards are excellent. We still have some disconnections issues when floor changes, and players are teleported, since players get often alpaca here. But overall, this pve instance deserves a solid 10/10.
</p>

<p>
	2. Login Redwards: yep, this is another success in the right direction. Login Redwards are now super excellent. They provide decent amount of valuable items than makes players want to login. This is another 10/10.
</p>

<p>
	3. Wyvern Awaken Branches: another success. This class is absolutely overpowered, especially on pvp, when it can almost one shot the enemy if you combo enough. Plenty of players actually like the normal one, well, awaken one it's x10 times better. Nice.
</p>

<p>
	4. Darkness Blade it's playable again. Hooray! 
</p>

<p>
	<br />
	5. Guardian Skills are excellent too. Some of them are perfect to swap weapons on battle. Feels pretty refreshing too. 
</p>

<p>
	6. Max Level button on skills, and the search on Loyalty Shop. Finally! Another successful 10/10.
</p>

<p>
	 
</p>

<p>
	But, why Colliseum mounts are actually 7-days? I don't like that! It should be an item you would like to get when it drops. As a special redward, as a collection item. Same goes for Daylight Forest. Make these mounts permanent, please! And if it sounds unfair, just reduce their drop rate to actually feel good when they drops.
</p>

<p>
	 
</p>

<p>
	Overall, I think not all is lost. I enjoy playing eden, and the old players that complains about what we got on recent updates, just like me, are just waiting to get a new patch that changes the game someway as it used to be. Okay, if there is no choice to rollback to previous patch when debuff resistances didn't exits, that's ok, but, now I think it's time to keep going and improve the gameplay a little more. Please, I beg you can consider my words, because 4 months it's super late, but it doesn't mean all is lost. 
</p>

<p>
	You truly did a good step in the right direction. Now, all we want is to feel welcome in the right direction. Just a little bit more.
</p>

<p>
	 
</p>

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</p>

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</p>

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</p>
]]></description><guid isPermaLink="false">36810</guid><pubDate>Wed, 22 Apr 2026 22:05:46 +0000</pubDate></item><item><title>Endgame, daily schedule and other insights</title><link>https://forum.vendettagn.com/index.php?/topic/36778-endgame-daily-schedule-and-other-insights/</link><description><![CDATA[<p>
	                                                     <strong>                 <span style="color:#16a085;"><span style="font-size:20px;">Hello, it's me, Sirocco / Reikkan.</span></span></strong><br />
	<br />
	          <span style="color:#2980b9;">I decided to create this topic to adress some concerns. My friends and I decided to come back to Eden Eternal together, and the only logical place to gather was Vendetta. This has always been our home, and we're happy to value this staff's work. After a couple of weeks of our return, though, we reached some conclusions regarding our time spent here, and would like to bring it to the table in hopes of contributing towards a healthy environment and a thriving future for our beloved server.</span><br />
	<br />
	                                                                            <strong><span style="font-size:18px;">Time spent on content</span></strong><br />
	<br />
	          We've got new content! Deep Abyss, new zodiacs on Celestial Corridor, LV130 trials, Colosseum... Since we stopped playing a couple of years ago, much content was added (to our enjoyment). The thing is, this content is time gated (as in: You should do it at least everyday if you hope to gear up), which is fine... if we don't consider that each content added was actually stacked up with the previous ones. Doing Deep Abyss doesn't allow you to ignore Abyss, so you effectively added playing time by creating stacking contents. Our group currently can't even "afford" doing the new Zodiacs because we decided to focus on building the new sets, and the available daily gaming time isn't enough to cover everything.<br />
	         If you consider AT/DF (and its new "easier" mode), CC1 and CC2, Abyss and Deep Abyss, Lv130 trials, Colosseum and maybe some source of gold farm (new dungeons, or even Palace of Dreams), that's easily 3 or 4 hours of constant jumping through content. And I say that based on a team of people who is <strong>returning</strong>, where each player has a myriad of outdated, but still strong gear to start with. I tried to bring new players in, people I found in other MMORPGs or coop games, but the amount of effort and daily commitment necessary to keep up was detrimental to the experience. <strong>I can't even begin to imagine the time spent by a group of 5 actual newcomers, who will probably struggle for more than a month doing subpar farming routines in order to do basic achievements and reach the aforementioned dungeons.</strong><br />
	         Most of Eden Eternal's community is ranging around the ages of 30~40. This is an old game, that appeals to nostalgia and a core gameplay loop that is outdated, compared to the newer generation standards. Pretty much everyone playing is employed, having families and daily chores to attend in real life. Consider this paragraph when reading the next topics I'll adress.<br />
	<br />
	<strong><span style="font-size:18px;">Changes to how classes interact: The "Targeted Resist Break" feature</span></strong> <strong><span style="font-size:18px;">and changes to Damage Dealt formula</span></strong><br />
	<br />
	         This is a welcome feature. It adds depth and shows how much the VGN staff has improved on the programming side, opening room for a variety of ways to adress balancing the game. The issue on this, though, is that by having all classes being somewhat "independent" classes, we've guided players towards a META that favors repeating highest DMG output classes. Most of current content is being done with 1 Paladin, 1 Totem Master (for the very few selection of sources of party-wide RES Breaks) and 3 of the content highest DMG dealers (It's always Kage/Asura or something in this line).<br />
	         In a game with more than 60 classes, it's detrimental to its maintenance to have such a META. I've constantly pressed this button through my stay in VGN, pointing how people shouldn't be forced towards a specific type of DMG but rather have a range of possible classes to start picking from the very beginning. Even the class that you use for gold farming on such an easy dungeon like Palace of Dreams will change how you perceive the game as a new player, so if there is no wiggle room to start, then you'll start demotivated. If all you can do as a new player is sit on a Paladin and break RES, it's not much different than old Trainer gameplay. <br />
	         Old content is now taking longer to complete, which pours salt in the mentioned wound of "time spent doing content". New players might not see it, but returning players suffer the most with this change. While I am happy to have more meaningful content (time spent doing mechanics, enjoying the actual dungeon run instead of rushing through it in 5 minutes), adding extra time without compensation will turn the gameplay sessions into endurance tests. Specially if time spent ends up in no rewards at all. I remember the struggle of figuring out mechanics in Dragonridge Sanctuary without people telling me what to do, only to fail the dungeon after 3h of attempts. Losing the entire reward roster on Celestial Corridor because someone messed up once. This adds up and pushes players out. It's not a sustainable game design.<br />
	<br />
	                   <span style="font-size:18px;"><strong>Meaningful content: How we believe that we could tackle these issues</strong></span> <span style="font-size:18px;"><strong>while progressing towards a healthier game</strong></span>
</p>

<p>
	         We believe these changes can be good to the game. Adding DMG back to the game won't solve the issues, and might ruin it in the long run. Our suggestion is towards quality of life while doing the daily routine of time gated content.<br />
	    <span style="font-size:20px;">     <strong>First and most important one: Make it so that each endgame content is a single entrance, and turn it into a standard. AT/DF, each of CC's rooms, Abyss, Deep Abyss, even VGN exclusive trials (from LV95 and onwards). Change the loot accordingly, so players don't feel this change is a downgrade to how fast they gear up. This keeps the content meaningful (without being a speedrun) without making each game session a torture.</strong></span><br />
	        <strong> Second:</strong> Targeted Resist Break should stay as a PVP feature for balancing purposes. On the PVP, repeating classes isn't really an issue and it never happens in a blatant way. We can see maybe 2 holy blades for the extra burst, but it's not common to see a party of 10 players where you have 4 of the same class, because in the PVP scenario, each class brings a specific feature to the formula. <strong>When we talk about PVE, all that matters is how fast you can clear content so you can actually do all the content. People WILL repeat 4 classes if it's absolutely faster. If there is no class variety, the "RP" aspect of MMORPG goes out of the window.</strong><br />
	        <strong> Third:</strong> Resist Breaks should be more versatile on PVE if we don't want to lock teams into specific types of DMG. In fact, we could separate teams into Magical and Physical, where every Physical class that breaks Resists just breaks them all, even if on a lower amount. Same on MDPS side. There are 6 different elements, if we want more class variety, every magic class should just break all 6 instead of very specific ones, opening room for combinations based on buffs/utility and gameplay mechanics. For PVP, the classes could be locked into their own Targeted Resist Breaks for balance.<br />
	         <strong>Fourth:</strong> RES Break items have no room in the current game. Using a set of RES dropping gears to have a similar or even lower DPS output is absolute madness. Temple Knight's rings, Temple Arena trophies (and their enhanced versions), RES-breaking capes and other accessories should have party-wide effect at least on PVE. Could add the "PVP Changes" to it, making it be "Targeted Resist Break" on PVP maps.<br />
	<br />
	         Before saying goodbye, I'd like to say that I have a couple of VODs of my own livestream showing our group doing content. I'm not aware if I can share it here, so i'll refrain from that. Still, people who watch it might say "oh well these noobs are using the wrong classes" but believe me, we've tested classes ourselves (and we're still doing it), and we did follow some tips from people who were still active in our absence. These VODs show the reality of what I've mentioned in this entire topic, so feel free to ask me for them if you want to <s>suffer</s> watch.<br />
	<br />
	         This is a long post, written with care by a non-native english speaker without the use of helping tools. Please point out if anything is wrong or just hard to understand, but don't dismiss it entirely for my lack of ability. Thanks for reading, if you got to this point. I'm happy to be back here <span class="ipsEmoji">😌</span><br />
	<br />
	<br />
	<em>TL;DR&gt; Game is currently a second job if you want to properly do content, would be good for its health to adjust it to actual, human and employed gaming hours<br />
	<br />
	<span>@Edit: Formatting</span></em>
</p>
]]></description><guid isPermaLink="false">36778</guid><pubDate>Tue, 21 Apr 2026 13:53:59 +0000</pubDate></item><item><title>Eden Eternal Patch Preview</title><link>https://forum.vendettagn.com/index.php?/topic/36317-eden-eternal-patch-preview/</link><description><![CDATA[<p style="text-align:center;">
	<strong>Hello everyone!</strong>
</p>

<p style="text-align:center;">
	<strong>Patch Preview #1</strong>
</p>

<p style="text-align:center;">
	<img alt="SXYzZ6o.png" class="ipsImage" data-ratio="75.08" height="567" width="1000" src="https://i.imgur.com/SXYzZ6o.png" />
</p>
]]></description><guid isPermaLink="false">36317</guid><pubDate>Fri, 06 Mar 2026 11:18:31 +0000</pubDate></item><item><title>Player activeness</title><link>https://forum.vendettagn.com/index.php?/topic/35828-player-activeness/</link><description><![CDATA[<p>
	Is the game still active? I barely see people nowadays<span class="ipsEmoji">😭</span>
</p>
]]></description><guid isPermaLink="false">35828</guid><pubDate>Sat, 10 Jan 2026 14:22:27 +0000</pubDate></item><item><title>Awaken Armor Nerd doesn't give the scroll or i dont know how to activated it</title><link>https://forum.vendettagn.com/index.php?/topic/34700-awaken-armor-nerd-doesnt-give-the-scroll-or-i-dont-know-how-to-activated-it/</link><description><![CDATA[<p>
	i was doing the eleven awaken sets that needs to be done to make this achievement, for some reason the Heavy and Cloth armors worked without any problem, the problem was the light ones, for some reason i already did one of them long time ago, 4 still left, i did all the 4 awaken quests and i was waiting for the last buff that this guy provide in this case the P-ATK &amp; M-ATK, when i finished the last 4 sets, nothing happened , i have the 11 armors on the archive right now and the NPC  Len didnt gave me the buff neither the scroll to achieve this achievement. So is this kind of a bug or something or do i need to do something else first?. 
</p>

<p>
	Edit: i already did it, the armor that i awaked long time ago has another new mission and now is completed. Thx.
</p>
]]></description><guid isPermaLink="false">34700</guid><pubDate>Wed, 03 Sep 2025 16:47:41 +0000</pubDate></item><item><title>Legion Elites spawn rates?</title><link>https://forum.vendettagn.com/index.php?/topic/34217-legion-elites-spawn-rates/</link><description><![CDATA[<p>
	Does anyone know what the legion elite spawn rates and times are for the maps? Trying to collect some of the armor boxes for the orange gear.
</p>
]]></description><guid isPermaLink="false">34217</guid><pubDate>Wed, 09 Jul 2025 06:41:29 +0000</pubDate></item><item><title>Quest to get lvl80 temple knight sets and weapons</title><link>https://forum.vendettagn.com/index.php?/topic/33224-quest-to-get-lvl80-temple-knight-sets-and-weapons/</link><description><![CDATA[<p>
	Pls help me.. Why cant i get the quest for lvl80 tk sets? My char lvl already reached 86..i have finish the mainline quests in ethereal dome, iceflame highlands and meeryasha.. But there is no quest for the sets.. From a guide i hv read in here.. The quest name is "lv80 all up in my temple".. But i didnt receive it.. It does not show anywhere.. Is this a bug.. Or did you removed it.. Or anything should i do.. Pls help.. Thank you.. 
</p>
]]></description><guid isPermaLink="false">33224</guid><pubDate>Sat, 14 Jun 2025 06:11:37 +0000</pubDate></item><item><title>Solo Abyss drop rates</title><link>https://forum.vendettagn.com/index.php?/topic/32837-solo-abyss-drop-rates/</link><description><![CDATA[<p>
	Hi GMs, I wanted to share some respectful feedback regarding the drop rates in Solo Abyss. After doing five runs without receiving a single box, it feels quite disheartening. I understand RNG plays a role, but when the rewards are consistently out of reach, it can be really frustrating—especially for players trying to progress. Many experienced players aren’t always willing to accept others into parties due to gear quality, so for a lot of us, Solo Abyss is the only real chance we have to start gearing up, even if it takes longer. When the drop rates feel too punishing, it becomes a barrier rather than a challenge, and I think that might be one reason player motivation and numbers are declining. I say this with full respect for all the hard work you put into the game—just hoping this can be taken into consideration.<br />
	<br />
	Thank you for your time.
</p>
]]></description><guid isPermaLink="false">32837</guid><pubDate>Fri, 06 Jun 2025 16:03:15 +0000</pubDate></item><item><title>Mystery Boxes</title><link>https://forum.vendettagn.com/index.php?/topic/32688-mystery-boxes/</link><description><![CDATA[<p>
	Hi GM Vivi and GM Doudou<br />
	<br />
	The mystery boxes are a repetition specially those for mounts :'(. Any chance we could have some different items?<br />
	<br />
	Thank you for considering it.<br />
	<br />
	Best wishes, BoogyMouse
</p>
]]></description><guid isPermaLink="false">32688</guid><pubDate>Thu, 29 May 2025 11:37:05 +0000</pubDate></item><item><title>Item no drop</title><link>https://forum.vendettagn.com/index.php?/topic/32458-item-no-drop/</link><description><![CDATA[<pre dir="ltr" style="background-color:#f8f9fa;border:none;color:#1f1f1f;font-size:28px;padding:2px 0.14em 2px 0px;text-align:left;"><span style="font-size:20px;"><span lang="en" xml:lang="en">Why the dungeons single player not drop these items ?</span></span>
</pre>

<ul dir="ltr">
	<li>
		Blessed EXP Leaf
	</li>
	<li>
		Cursed EXP Leaf
	</li>
</ul>

<pre dir="ltr" style="background-color:#f8f9fa;border:none;color:#1f1f1f;font-size:28px;padding:2px 0.14em 2px 0px;text-align:left;">
 </pre>
]]></description><guid isPermaLink="false">32458</guid><pubDate>Sat, 17 May 2025 19:59:25 +0000</pubDate></item><item><title>Spell Range?</title><link>https://forum.vendettagn.com/index.php?/topic/32358-spell-range/</link><description><![CDATA[<p>
	I think we still have problem with the Spell Range of BA's Sword Dance or maybe only it idk. Look at this
</p>

<p>
	link:
</p>

<p>
	<a href="https://ibb.co/JjjNHjPJ" rel="external nofollow">https://ibb.co/JjjNHjPJ</a>
</p>

<p>
	is from Palace of Dreams
</p>

<p>
	I used this as an example cuz it's where it's easier to measure the range of the skill. There are some more but monsters from the other spots tends to get aggressive and come to u so... anyways
</p>

<p>
	From this spot, in the very middle, u fire off the skill and kill every single monsters on the formation sometimes even the approaching 3 monsters...... That was before the changes. I wish I capture my plays I didn't know they were gonna do stuffs here.
</p>

<p>
	Idk what the heck even is happening now. We have way more range added to the skill but somehow it doesn't hit the same. Or maybe the dungeon itself is the one the change. Who knows...
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">32358</guid><pubDate>Sun, 11 May 2025 14:27:15 +0000</pubDate></item><item><title>My love letter to y'all, I guess</title><link>https://forum.vendettagn.com/index.php?/topic/32225-my-love-letter-to-yall-i-guess/</link><description><![CDATA[<p>
	Hi there *ribbit*<br />
	<br />
	I've decided to put an end to my contract as a Game Sage, and wanted to let y'all know.<br />
	<br />
	As much as I've enjoyed kind of working for y'all, and trying to make the game a better place for everyone, there are some things, I, as myself and only myself, cannot work correctly through, therefore, I will be retiring myself as my position as a GS, and already actively did ask for it.
</p>

<p>
	Consider me as another player that played Eden Eternal for a long time, and one that enjoyed most of his playtime, especially as a Game Sage.<br />
	<br />
	I'll still be available for y'all that want to ask me anything related to the game though, as that's how I want to end my Eden Eternal career if I'm allowed to call that, well that.<br />
	<br />
	I wish you all a great time playing that game that got us all addicted. *ribbit*<br />
	<br />
	Sincere kisses to y'all ! *ribbit*
</p>
]]></description><guid isPermaLink="false">32225</guid><pubDate>Thu, 01 May 2025 21:10:21 +0000</pubDate></item><item><title>Eden Eternal Patch Preview</title><link>https://forum.vendettagn.com/index.php?/topic/31741-eden-eternal-patch-preview/</link><description><![CDATA[<p style="text-align:center;">
	Hello everyone!
</p>

<p style="text-align:center;">
	<u><strong>Patch Preview #1</strong></u>
</p>

<p style="text-align:center;">
	<img alt="3OIdSDN.gif" class="ipsImage" data-ratio="75.08" height="562" width="1000" src="https://i.imgur.com/3OIdSDN.gif" />
</p>
]]></description><guid isPermaLink="false">31741</guid><pubDate>Mon, 07 Apr 2025 13:07:24 +0000</pubDate></item><item><title>Viridian Gorge</title><link>https://forum.vendettagn.com/index.php?/topic/31169-viridian-gorge/</link><description><![CDATA[<p>
	<strong>Addressing Accessibility Issues in Viridian Gorge: A Call for Inclusivity</strong>
</p>

<p>
	I have been an end-game player for years and have always attended every content release. However, the introduction of Viridian Gorge, a ten-player dungeon, has highlighted a significant issue regarding accessibility for a considerable portion of the player base. The current structure of this dungeon inadvertently excludes numerous players, including those in European time zones, leading to an overall imbalance in accessibility and fair competition within the game. This is not just a theoretical issue, I currently have two sets waiting to be gemmed, yet I am unable to complete them due to these limitations.
</p>

<p>
	One of the primary concerns is the scheduling difficulty that European players face. The dungeon’s prime raiding hours align primarily with American and Asian time zones, forcing European players to stay up until exceptionally late hours—sometimes as late as 3 AM—to participate. This is an impractical demand for many players who have professional, academic, or personal commitments that prevent them from engaging at such inconvenient hours. As a result, a significant portion of the community is unable to obtain gems, a crucial resource in the game, putting them at a clear disadvantage compared to those who can attend these dungeon runs regularly.
</p>

<p>
	Another issue arises from the social dynamics surrounding party formation. The ten-player requirement presents a barrier for those who do not have pre-established groups, as most players organize themselves into pre-formed parties. Even within my own guild, I rarely have the opportunity to participate in content alongside my guildmates. Furthermore, finding players to join is not the only concern—clearing time also increases considerably. I believe all of us reading the post have been in peer runs where bosses that can be oneshotted in a single rotation, like Sakuya, become a nightmare to deal with when having an inexperienced party. The time required for a run can range from a smooth two-minute Aries clear to an over twenty-minute ordeal, sometimes resulting in no drops at all. Attempting to form a group through in-game methods or open recruitment has proven largely ineffective. Even gathering a full party for significantly easier content is a challenge, making it virtually impossible to find enough willing participants for Viridian Gorge. This discourages newer or more independent players from engaging with the game’s higher-tier content and limits the potential for community growth and player retention.
</p>

<p>
	A viable and equitable solution to these issues would be the introduction of a scaled-down version of Viridian Gorge designed for five players. By adjusting the bosses' health and mechanics accordingly, this version would provide smaller groups with a feasible opportunity to experience the dungeon and obtain the same crucial gem rewards. This adjustment would not only increase accessibility for those who struggle to form large parties but also ensure that all dedicated players, regardless of their geographical location or social network within the game, have a fair chance to progress.
</p>

<p>
	It is essential to recognize that gems play a fundamental role in shaping a player's power and experience within the game. The implementation of Viridian Gorge as a ten-player raid effectively gates this resource. Introducing a five-player version of the dungeon would be a meaningful step toward promoting fairness, inclusivity, and overall player satisfaction.
</p>

<p>
	In conclusion, while Viridian Gorge is an exciting addition to the game, its current format is inherently restrictive for a large segment of the player base. Addressing this issue through scalable adjustments would ensure that all players can engage with the content and enjoy the game to its fullest potential. I sincerely hope that this proposal will be considered to help create a more balanced and accessible experience for all. This is merely the tip of the iceberg—many other changes could help attract and retain newer players, but I firmly believe that addressing gearing progression is far more essential than minor quality-of-life improvements, such as streamlining skill leveling or reducing wait times for channel switching.<br />
	Thank you for the time to read this. I truly believe that with some thoughtful changes, the game can become more enjoyable and accessible for everyone.
</p>

<p>
	<br />
	Suigetsu<br />
	 
</p>
]]></description><guid isPermaLink="false">31169</guid><pubDate>Mon, 24 Feb 2025 12:36:54 +0000</pubDate></item><item><title>Some thoughts about social structures</title><link>https://forum.vendettagn.com/index.php?/topic/30822-some-thoughts-about-social-structures/</link><description><![CDATA[<p>
	<span lang="en-us" xml:lang="en-us">Just some random thoughts I had on some social phenomenon occurring in the server and beyond.</span>
</p>

<p>
	<em><a href="http://www.image-heberg.fr/files/1737797651158224421.png" rel="external nofollow">Since inserting images doesn't work correctly =&gt; backup solution</a></em>
</p>

<p>
	<em><a href="https://imgur.com/a/ZQwTflF" rel="external nofollow">(second link in case the first one doesn't work)</a></em>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">The first assumption is the decreasing number of players being the main source and consequence of various social phenomenon occurring on the server.</span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">My analysis is rather pessimistic. The main causes and consequences for people leaving EE VGN are beyond our reach : we cannot prevent people from aging and having an IRL life, we cannot decide on video games trends and so on…</span>
</p>

<p>
	 
</p>

<p>
	<span lang="en-us" xml:lang="en-us">Now some thoughts about more specific topics :</span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">Guides for new players have been lacking standardization. I see 2 possible paths <span>:</span></span>
</p>

<ol>
	<li>
		<span lang="en-us" xml:lang="en-us">Players have already made plenty of useful guides. But it would be helpful to have a central pinned topic that lists all of them since new players had to navigate through the forum to find them, which can be confusing. Also, most of the guides have stopped to be maintained. So, parts of their content have become deprecated while other parts are still useful. This can again be confusing for new players.</span>
	</li>
	<li>
		<span lang="en-us" xml:lang="en-us">Make a new centralized general guide from scratch. This represents much more work than path 1. But maintaining the guide is now easier and new players don’t have to look everywhere to find something whose relevancy is unknown. Depending on how it is implemented, people can be drowned by the <em>"too much information"</em>. Since an in-game wiki has recently been added, it seems path 2 is the preferred option.</span>
	</li>
</ol>

<p>
	<span lang="en-us" xml:lang="en-us">It seems that some players have caught the <em>"daily routine tunnel vision syndrome"</em> : Players log in to do the Abyss, AT/DF, CC routine and that’s all (they may as well switch to an alt to do the same routine). It seems that everyone having to follow more or less the same path which is Abyss sets, AT/DF weapons, CC accessories ended up in players being obsessed in doing all their dailies. Having more diverse gears that allow for more gearing up paths may or may not change this state of mind. This could result in players being less reluctant to join for something they don’t need or players being stuck because they have to do a dgn/boss that others don’t need. Not to mention there is already some variety of gears available, but community has decided the only viable path was to go for super end-game content for everyone… </span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">From the few insight I got from outside of EE VGN, it is often <em>"Not VGN again. I didn’t like it 5 years ago and I am sure the game hasn’t changed, so I am not going to like it now either."</em>. Now, if the goal is to make players come back en masse, then a major breakthrough in game content, mechanics or whatever else that breaks with what has been done these past few years might be a possibility. But this represents a colossal work and may or may not work. Plus, Jordan cannot clone himself.</span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">Those were just some personal thoughts that are probably incomplete. The diagram does not for example take into account QoL. This may or may not help in getting a clearer view of the server’s social structure.</span>
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">30822</guid><pubDate>Sat, 25 Jan 2025 09:45:47 +0000</pubDate></item><item><title>What would you like to see in the next patch?</title><link>https://forum.vendettagn.com/index.php?/topic/30631-what-would-you-like-to-see-in-the-next-patch/</link><description><![CDATA[<p style="text-align:center;">
	Hello dear Eden Eternal Vendetta players!
</p>

<p style="text-align:center;">
	Today we want your opinions.
</p>

<p style="text-align:center;">
	We'd like to know what you'd like to see in the next patch. We're in the process of planning the patches for this year and would like to hear the community's opinion before anything is set in stone.
</p>

<p style="text-align:center;">
	We'd like to begin working on this as soon as possible. So any ideas you would like to submit, please do so soon!<br />
	<br />
	<strong>Note:</strong> We're looking for major content rather than QoLs, although QoLs are welcome.<br />
	 
</p>

<p style="text-align:center;">
	Thanks for all your help.
</p>

<p style="text-align:right;">
	~V-Team
</p>
]]></description><guid isPermaLink="false">30631</guid><pubDate>Thu, 09 Jan 2025 12:08:15 +0000</pubDate></item><item><title>Item bug description</title><link>https://forum.vendettagn.com/index.php?/topic/28163-item-bug-description/</link><description><![CDATA[<p>
	Hi, <span style="font-size:16px;"><span lang="en" xml:lang="en">I inform that the description of the passives of the items of fame of map Scorched Marsh: "Scorched Energy Ring", "Scorched Flower Ring", "Scorched Collar Necklace" does not work.</span></span>
</p>
]]></description><guid isPermaLink="false">28163</guid><pubDate>Sat, 14 Sep 2024 23:23:25 +0000</pubDate></item><item><title>Eden Eternal Patch Preview</title><link>https://forum.vendettagn.com/index.php?/topic/27303-eden-eternal-patch-preview/</link><description><![CDATA[<p style="text-align:center;">
	<strong>Hello everyone!</strong>
</p>

<p style="text-align:center;">
	<strong>Patch Preview #1</strong>
</p>

<p style="text-align:center;">
	<img alt="dinogdz.png" class="ipsImage" data-ratio="75.08" height="567" width="1000" src="https://i.imgur.com/dinogdz.png" />
</p>

<p style="text-align:center;">
	<img alt="GsuypaL.png" class="ipsImage" data-ratio="75.08" height="567" width="1000" src="https://i.imgur.com/GsuypaL.png" />
</p>
]]></description><guid isPermaLink="false">27303</guid><pubDate>Thu, 08 Aug 2024 15:46:42 +0000</pubDate></item><item><title>Holy Weapon Skill Lv90 (Clasic)</title><link>https://forum.vendettagn.com/index.php?/topic/27907-holy-weapon-skill-lv90-clasic/</link><description><![CDATA[<p>
	Hello, I want to know a little more information about what changes were made to the Lv90 holy weapons in the original skills, before the changes made in different game servers for the awakened classes. 
</p>

<p>
	Above all, I would like to know what were the two changes that the holy cestus made to the abilities of the Asura class.
</p>

<p>
	The Holy-Fist Soul Luster cestus that changed the "Hammer gist" skill and the Holy-Ruthles Render cestus that changed the "Infiltration Punch" skill.
</p>

<p>
	Thank you so much.
</p>
]]></description><guid isPermaLink="false">27907</guid><pubDate>Sat, 31 Aug 2024 07:48:32 +0000</pubDate></item><item><title>So the X-Legneds server just added a brand new class (Agent), any thoughts?</title><link>https://forum.vendettagn.com/index.php?/topic/26350-so-the-x-legneds-server-just-added-a-brand-new-class-agent-any-thoughts/</link><description><![CDATA[<p>
	Personally, I would <strong>LOVE</strong> to see new classes added to the VGN servers, but of course, it would require a lot of work and balancing.
</p>

<p>
	<a href="https://www.youtube.com/watch?v=-sf-9Jsvz6A" rel="external nofollow" style="border:0px;font-size:16px;padding:0px;text-align:left;vertical-align:baseline;" title="https://www.youtube.com/watch?v=-sf-9Jsvz6A"><span style="border:0px;font-size:16px;padding:0px;vertical-align:baseline;">https://www.youtube.com/watch?v=-sf-9Jsvz6A</span></a>
</p>
]]></description><guid isPermaLink="false">26350</guid><pubDate>Sat, 06 Jul 2024 21:02:10 +0000</pubDate></item><item><title><![CDATA[Thoughts about healer classes & their current spread in game content]]></title><link>https://forum.vendettagn.com/index.php?/topic/26029-thoughts-about-healer-classes-their-current-spread-in-game-content/</link><description><![CDATA[<p>
	Hello.<br />
	<br />
	After the recent buffs of the healing classes, and their newfound uses, my attention went to the lack of change/use of paladin &amp; gk in contents, due to their lack of competitivity against other classes in "party efficiency".<br />
	Before you give me the usual "yes but they can be used", I KNOW, however, is there a reason to?
</p>

<p>
	<br />
	Adjudicator increases dmg taken by enemy, shred resistances, have a self cleanse on toggle, dmg reduction with insight, good healing skills, and a zone cleanse on command.
</p>

<p>
	<br />
	Overall, Adjudicator is a multitool healer, which only gets replaced by Totem Master, in the case you'd want the time totem effect for ads, or maybe the rejuvenation for more fragile parties. Even in this case, totem master has a wide array of useful tool that put it over the rest of the healing classes, especially since rework (which I'm not criticizing, It's just an observation). While totems are the core and identity of the class, their variety of buffs makes them crucial to the decision of class selection for efficiency.<br />
	<br />
	On a sidenote, Life Worshipper and Holy Sage gets niche use if their immunity skill are needed (like LW being needed for anti sleep in pisces celestial corridor, or holy sage on first boss of demonic fortress for exemple), which, even if not often, makes them be used, so it's okay I guess?
</p>

<p>
	<br />
	But what about Paladin and GK? what makes them worth of use for any party, be it people that reached end game or just new players starting to gear? <br />
	While GK has a zone -dmg taken, Totem Master's is overall better &amp; permanent with kp/glyph, at the cost of a smaller range (which shouldn't matter vs a boss anyway) , and the Leader of ice aura (+10% core stats) doesn't actually help much fill the gap with utility of totem master / adjudicator due to their various advantage, maybe if GK still had the damage boost buff on Ice Blessing that'd help, but even then, I'm not actually sure. <br />
	Now, paladin :  while I do agree paladin has a good dmg reduction aura with Divine Shield, you are forced to recognize that it is overall lacking in "utility" compared to the other classes, especially on "late game" characters, since -dmg taken aura isn't needed anymore compared to dmg taken increase on boss or overall dmg increase. Maybe making the revive ability being usable in combat would help, but then again, I'm not sure that'd actually make the class being more used.<br />
	<br />
	Now, It's not criticism, and observation of the game, out of the 6 healing classes we have, 2 are widespread, 2 are niche and situational, and 2 are the forgotten childs.<br />
	<br />
	Maybe you did plan changes for those "forgotten childs" and if that's the case, then I've nothing to say until I can see those. But please, make them at least a bit competitive with the other healers, because currently there are just no uses for them (which sucks because I love GK)<br />
	 
</p>
]]></description><guid isPermaLink="false">26029</guid><pubDate>Fri, 21 Jun 2024 00:49:52 +0000</pubDate></item><item><title>Graphics settings?</title><link>https://forum.vendettagn.com/index.php?/topic/26013-graphics-settings/</link><description><![CDATA[<p>
	How do you get the graphics to really shine like in some of the gameplay videos I see online? I have the setting set to max but they look nothing like in the videos I see.
</p>
]]></description><guid isPermaLink="false">26013</guid><pubDate>Wed, 19 Jun 2024 20:38:22 +0000</pubDate></item><item><title>Viable to start playing?</title><link>https://forum.vendettagn.com/index.php?/topic/24932-viable-to-start-playing/</link><description><![CDATA[<p>
	As the title says, is it viable to start playing Vendetta's Eden Eternal? <br />
	<br />
	By viable i mean if it's worth investing time/money, i remember classic/awaken Eden Eternal having lots of problems for new people (with achievements being the ultimate new player killer) and because this heavily customized server has been going on for a while i wonder if has become kinda like World of Warcraft retail, where it's near impossible to start playing because of the sheer amount of content you have to go through to even try to catch up. (costumes aren't a problem)<br />
	<br />
	I don't know how high the current level cap goes but the thought of farming fame, gold, coronas and mats to craft 200 of each weapon/armor type doesn't really sound appealing, oh also the rng enchants from boxes and warstone farming for capes, has something been done about the achievement system on this server or is it like classic Eden Eternal?<br />
	<br />
	And i know that someone might argue "it's an MMO, it is expected to be grindy" of course, but one thing is being grindy and other is being grindy, tedious and poorly designed (on purpose).<br />
	<br />
	Anyway i will be starting playing next week so wish me luck!
</p>
]]></description><guid isPermaLink="false">24932</guid><pubDate>Tue, 30 Apr 2024 08:39:50 +0000</pubDate></item><item><title>Eden Eternal Patch Preview</title><link>https://forum.vendettagn.com/index.php?/topic/25252-eden-eternal-patch-preview/</link><description><![CDATA[<p style="text-align:center;">
	<strong>Hello everyone!</strong>
</p>

<p style="text-align:center;">
	<strong>Patch Preview #1</strong>
</p>

<p style="text-align:center;">
	<img alt="PATCH_121_PREVIEW_1.png" class="ipsImage" data-ratio="75.08" height="567" width="1000" src="https://www.vendettagn.com/assets/banners/vgn/PATCH_121_PREVIEW_1.png" />
</p>
]]></description><guid isPermaLink="false">25252</guid><pubDate>Thu, 09 May 2024 13:26:13 +0000</pubDate></item></channel></rss>
