This section of our website will include changes which affect all the other sections. Please note that nothing here is set in stone and a few things may change in the future.
We are proud to present Eden Reforged as the first server to ever remove class change cooldown entirely.
It's not 10 seconds, not 5 seconds, it's zero cooldown.
Long gone are the days in which you accidentally switch to the wrong class and is forced to spend precious seconds of your gameplay waiting for that icon to disappear.
We could not let it become a lag exploitation tool for malicious users, though. So if you try to spam the button, your character will become exhausted and you won't be able to switch classes for 4 seconds.
Block
When was the last time you saw a healer or MA on TW and decided that killing them first would be a good idea? If you only play EE, you would be shocked to know that in every other MMORPG out there, healers and dps are fairly squishy and often need to be protected by tanks.
The issue is that getting overcap in block is too easy. Mostly due to the sheer amount of sources that give %block. This led to major problems in the game balance that annoyed the community for years and was never correctly addressed.
We primarily changed the STR formula:
1 STR = 1 Block --> 1 STR = 0.2 Block
Combining this with the change to the Path of Destiny, allowed us to nerf block just enough so you can still cap it, but do not easily overcap it, making spells like "Collapsing Blow" and "Guard Shatter" to actually be a menace.
Malice
ALL malice certificates and KP have been changed into more useful effects. That doesn't mean that we did not fixed it, though.
Turns out that healing and dealing damage were much higher malice generators in the game's logic than malice generator spells... Especially if it was DoT or HoT.
We changed all these formulas enough for tanks to consistently hold their aggro against bosses. Then we used this oportunity to create bosses that are truly challenging in our custom content. Have fun!
DMG = 10 Malice --> 2 Malice
Heal = 1.5 Malice --> 0.4 Malice
Heal per sec = 10 Malice --> 2 Malice
Experience
You will now need 10x less EXP and CP for EVERY single activity.
This doesn't only mean your character will level faster, but also your guild will level much faster. The buildings inside your guild town will level faster and also your pets will level faster.
We believe that the fun of EE lies in the group content and end game activities.
Don't worry, though. We made sure you will have a lot of content that you CAN (but don't need to) do once you get to the end game.
Level range
The range in which mobs give EXP have been increased from 9 to 60 levels.
Yes. That means that you can level up that lazy friend of yours since he gets to level 5.
Mobs within the 60 level difference will still give the same experience as if they were 9 levels apart using the old formula.
The Path of Destiny had a major rework.
Class Buffs | |||
Buff | Old | New | Duration |
![]() Great Warrior's Protection |
Increase Block +10% | Increase Block +5% | 3 hours |
![]() Great Knight's Blessing |
Increase EVA +10% | Not changed | 3 hours |
![]() Great Templar's Blessing |
Increase DEF +10% | Not changed | 3 hours |
![]() Great Dragon Knight's Protection |
Increase Parry +10% | Increase Parry +7% | 3 hours |
![]() Great Thief's Blessing |
Increase Loot Rate +5% | Your attacks have a 2% chance to deal Double Hit. | 3 hours |
![]() Great Martial Artist's Protection |
Increase ATK SPD +10% | Not changed | 3 hours |
![]() Great Blade Dancer's Blessing |
Increase P-ATK +10% | Not changed | 3 hours |
![]() Great Samurai's Protection |
Increase P-CRIT DMG +20% | Increase P-CRIT DMG +10% | 3 hours |
![]() Great Hunter's Protection |
Increase ACC +10% | Not changed | 3 hours |
![]() Great Engineer's Protection |
Increase P-CRIT Rate +10% | Not changed | 3 hours |
![]() Great Ranger's Protection |
Increase Move SPD +10% | Not changed | 3 hours |
![]() Great Inquisitor's Protection |
All Resistances +5%. | All Physical Resistances +3%. | 3 hours |
![]() Great Cleric's Protection |
P-Healing & Healing +500 pts. | Not changed. | 3 hours |
![]() Great Bard's Blessing |
Increase Cast SPD +10%. | Not changed. | 3 hours |
![]() Great Shaman's Blessing |
Heals +66 HP per second. | All Elemental Resistances +3%. | 3 hours |
![]() Great Sage's Protection |
Increase HP +10%. | Not changed. | 3 hours |
![]() Great Magician's Blessing |
Increase M-ATK +10%. | Not changed. | 3 hours |
![]() Great Ilusionist Blessing |
Increase MP Cost -20%. | Not changed. | 3 hours |
![]() Great Warlock's Protection |
Increase M-CRIT Rate +10%. | Not changed. | 3 hours |
![]() Great Luminary's Blessing |
Your attacks have a 10% chance to deal Double Hit. | Increase M-CRIT DMG +10%. | 3 hours |
Stages changed | |
Stage | Description |
![]() EXP - Unexpected Gains |
No longer gives CCM. Now grants EXP and CP charm along with the EXP Scroll. |
![]() Money - Unexpected Gains |
No longer gives Alpaca Coins. Now grants only Golden, Silver and Copper Pirate Coins. |
![]() Loot - Unexpected Gains |
No longer gives Eternal Points. Now gives Remote Control Dice. Along with the Chance Refill Pouch and Fate Dice. |
![]() Alpaca Token - Unexpected Gains |
Gives Golden, Silver and Copper Alpaca Coins.* |
![]() Special Currency - Unexpected Gains |
Gives Eternal Points, Crystal Cross Medals and Asbee Crystals. |
![]() Farm - Unexpected Gains |
Gives Pet Food, Pet Conversion Fruit and Salt.** |
*Alpaca Tokens and Asbee Crystals are now way more useful than before. Especially with the new seasonal content FWR Titans.
**Salt is also part of a new content.
Trials have been reworked entirely with the goal of providing maximum build variety and easy access to gear simultaneously.
First of all, there are no low level trials anymore. ALL TRIALS have been scaled up to level 65.
At launch, the available trials will be:
This means that all trophies and weapons are now scaled up and level 65, bringing the number of weapon choices for most classes from 2 to 5. While the available trophies, along with the World Expanded feature, are now countless.
All arena sets are now dropped in trials. Also, all sets are dropped already crafted and bundled in boxes instead of the blueprint.
By doing this, we hope that the time for gearing will be greatly reduced and another boring part of the game will be finished faster.
Naturally, all trials use the same expeditionary medal and all artisan blueprints and epic costumes can be purchased with them.
One of the most anticipated changes regarding immunities is the new "Transformation Immunity".
This new immunity also prevents chain transformations to happen. Effectively preventing the target from being locked into a mushroid or imp for more time than it should.
Another exciting new feature is that Sage's auras no longer remove immunities.
Whenever you are affected by the default "Knockdown Immunity" or "Fear Immunity", entering and leaving a Sage's auras will not remove it.
We hope that this change will be enough to address one of the worst flaws with the Sage class.
Key Passives
There are errors in the game's math that many people might not even notice. The M-CRIT DMG reduction and Cast SPD using weapons are good examples.
The first problem is quite simple and funny enough, makes sense.
When the original devs created the rule "Reduce M-CRIT DMG received", they forgot that when a healing spell crits, its heal is a magical critical number.
Yes. That's exactly what you think. When you use this atribute from sources like the "Holy Spirit Dependent" certificate, it not only reduces all the M-CRIT DMG you receive from enemies, it also reduce the healing amount you receive... Disastrous...
By changing the M-CRIT DMG rule to use the "M-DMG received", we can make it work properly, we just needed to rescale it.
The second problem - The game cannot comprehend the following statement.
X% Cast Spd with X Weapon
So what happens?
The game simply increases the DISPLAYED Cast SPD in your character sheet while you have said class (like Cleric) equipped with said weapon (like mace).
The result is also disastrous as the player is tricked into thinking that their cast spd was increased, but it wasn't. On paper, you will hit 100% cast spd easier, but you won't be full cast when you hit that percentage. You will need to hit around 115~120% cast spd to actually be full cast.
To address this issue, we again, swapped from the above formula to use flat "% Cast SPD", rescaling it to keep balance.
One of the least developed parts of this game must be costume quality.
The gap between Prime and Legendary costumes is insanely high. The difference and the power creep is so much that many servers in the past opted for excluding legendary costumes entirely.
That approach worked reasonably well, but it just took out a large portion of the game design with it.
To reduce the gap and bring back the feeling of progress, we created a new tier of costume quality, Epic Costumes.
This new category of costumes is available through the game and can be acquired by doing many activities, such as hunting World Bosses, fighting in the Arena, completing new custom content and many more.
NPCs like Athena Marie (now leading the new Interesting Anecdotes questline) and Polika (part of the Awakening Season), will offer epic thematic costumes in exchange for your help.
There are also new Epic Mounts, which you will be able to acquire just like Epic Costumes.
This gave us the possibility to create a well-defined table of the "Move Speed" granted by each type of mounts.
Mount Speed | ||
Type | Move Speed | Acquisition |
Legendary exclusive mounts | 110% | Exclusive content like The Fantasy Dragon from the legendary achievement, the Ormormu dragon from the Arena and The Night King Alpaca from the Alpaca questline. |
Legendary event mounts | 95% | Seasonal reward and Monthly Rank reward. |
Legendary mounts | 85% | Eden Crystal and Eden Diamond altars. |
Epic mounts | 75% | World bosses, Monthly Rank reward, Seasonal reward, Legendary Achievements reward and NPC trades. |
Prime mounts | 55% | Eden Crystal altar, Quest reward and Mount growing system. |
Alpha mounts | 40% | All of the above. |
Common mounts | 25% | All of the above. |
Obviously removed content:
Stress system
There are no stage 4 stress anymore. This means that no matter how stressed your class is. You will NEVER stop earning Crystal Cross Medals.
All stress levels have been reworked as follows:
Stress Level | PvP Kills | Arena Wins | Rare Monster |
Stress Lv1 | 10 kills -> 30 kills | 5 wins -> 15 wins | 100 mobs -> 300 mobs |
Stress Lv2 | 30 kills -> 90 kills | 15 wins -> 45 wins | 300 mobs -> 900 mobs |
Stress Lv3 | 70 kills -> 210 kills | 35 wins -> 105 wins | 700 mobs -> 2100 mobs |
Leveling up aid
The Blessed Crystal and the Self-Improvement quests have been reworked to boost the leveling speed even further.
Players will be able to get EXP/CP charms along with gear with move speed bonuses in case they prefer to level up by doing runs.
Talking about doing runs, the overall EXP given per monster in the Vileshark HQ and Veninfang dungeons have been increased by 4x.
Unlocked Glyphs
All Class glyphs can be used at level 65. Including the Mimic glyph. Even though you the class are not unlocked in the game.
Other core changes include but are not limited to:
As mentioned in other section, arena sets do not exist anymore. All previous sets acquired from elites/arena are now acquired inside trials.
We changed some of their stats to better suite modern class variety and reworked their set combos to provide even more build variety when used in combination with sets from the World Expanded feature.
Heavy Sets
Infinite Fear is now fit for classes like M-DPS Dragon Knights and DPS Templars.
Players that wish to still use ATK SPD set on PDPS classes, will be able to use the new Infused Vanguard Set from the World Expanded feature.
Also, the set combo from the Giantslayer set now feature more Move SPD to appeal to Samurai players as you can see below.
Heavy Set Combos
Steel Faith
We changed this set combo to fit Healer Templars. This build will be way stronger and fun to play in Eden Reforged. More about it will be shown in the Classes section of the website.
Giantslayer
We changed this set combo to be more aggressive and flexible for classes that need high move speed to be able to work properly in a massive PvP environment.
Infinite Fear
Light Sets
Light sets were not fundamentaly changed. Their combos got redistributed like all other Golden Sets in order to provide balance and more desirable interactions between Golden Sets and Infused Sets.
Light Set Combos
Zeus Rage
Star Frost
Sunburst
Lost Empire
Ancient Spirit
Cloth Sets
Cloth Set Combos
Moonlight Shimmer
Ishtar Giant
Spectral Pinion
Awakened Weapons are nice, but Awaken Quests are boring. That's why the following changes have been made.
With these changes, you can awaken your weapons quickly and easily to focus on more fun activities.