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Clarification on the upcoming RPG System

Hello Paxians,

Thanks to all of you who’ve been diving into our recent spotlight on the upcoming RPG System. We wanted to clarify some important aspects of the update, based on your feedback and the info shared so far in the various Discord channels.

Spirit vs Stamina

  • Spirit is used exclusively for spells, including those cast with armor, Healing Staffs, and weapon special attacks.

  • Stamina remains essential for physical actions like blocking, gathering, swimming, sprinting, jumping, and climbing.

  • The two resources work very differently:

    • Stamina: Small pool, fast regeneration.

    • Spirit: Large pool, slow regeneration.

Healing staff & viability

  • Healing Staffs are primarily support tools, but they include a weak projectile attack (left-click).

  • Soloing is possible, but leveling as a healer is best suited for group play.

  • Targeting improvements:

    • ALT for self-casting.

    • F1–F6 to target party members.

Sigils & rarity

  • Sigils are still required to craft some of the new items.

  • Items now have rarity levels: Common, Uncommon, Rare.

    • Common items do not require relics.

Armor, weapons & mobility

  • All players move at the same base speed, regardless of armor weight.

    • However, feet slot items include spells that can temporarily improve your movement speed.

  • Heavy armor: More protection, more threat/aggro, and slower damage output.

  • Tank weapons (Mace, Greatmace): Lower DPS but generate extra threat/aggro.

Combat roles & progression

  • This system supports roles like tank, healer, and DPS, without locking you in.

    • Note that the spells/stats/armor type is a combination that cannot be tweaked separately. However, you are welcome to mix and match different items from different armor types that come with different stats & spells.

  • Each armor type and slot now has its own combat skill.

  • Combat XP is earned by defeating enemies, and:

    • Shared with your party.

    • Granted to all equipped weapons and armor types.

    • Killing veteran enemies (group content enemies, with skulls next to their names) will grant more XP. 

  • Gear (armor) switching will be blocked during combat.

Weapons & abilities

  • Every weapon now comes as a “package” with 3 built-in abilities, tailored to its style and role.

  • Weapon types are now available across all tiers, so you can pick based on playstyle, not just item level.

Blocking & defense

  • Shields and two-handed weapons can block.

  • One-handed weapons and Healing Staffs cannot block.

Spells & PvP/PvE

  • Some older spells like Mesmerize or Pacify still do not function in PvP.

  • Cooldowns: For example, Ambush (a chest spell) typically has a 50–70 second cooldown, subject to balancing.

Durability & loot

  • Heavy armor and weapon durability are increasing while a larger durability rework is in progress.

  • Loot drop tables are being rebalanced.

  • Stronger gear is meant to be rare, harder to craft but with an improved durability.

Skill requirements

  • Gear now has minimum combat skill requirements.

    • For example, if an item needs 30 skill, you must meet that level to equip it.

  • Combat skills scale the item’s power, so investing in your role matters.

We will very soon publish a spotlight regarding Crafting changes. We are also looking into the possibility of organising a Q&A with the devs on this Discord in the coming days while we get closer to the release of Verse 3 - Path of the Adventurer. Stay tuned for more details!

Pax vobiscum, The Mainframe Team