Clarification on the upcoming RPG System
Hello Paxians,
Thanks to all of you who’ve been diving into our recent spotlight on the (https://playpaxdei.com/news/game-updates/spotlight-the-new-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
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Spirit is used exclusively for spells, including those cast with armor, Healing Staffs, and weapon special attacks.
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Stamina remains essential for physical actions like blocking, gathering, swimming, sprinting, jumping, and climbing.
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The two resources work very differently:
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Stamina: Small pool, fast regeneration.
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Spirit: Large pool, slow regeneration.
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Healing staff & viability
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Healing Staffs are primarily support tools, but they include a weak projectile attack (left-click).
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Soloing is possible, but leveling as a healer is best suited for group play.
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Targeting improvements:
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ALT for self-casting.
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F1–F6 to target party members.
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Sigils & rarity
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Sigils are still required to craft some of the new items.
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Items now have rarity levels: Common, Uncommon, Rare.
- Common items do not require relics.
Armor, weapons & mobility
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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.
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Heavy armor: More protection, more threat/aggro, and slower damage output.
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Tank weapons (Mace, Greatmace): Lower DPS but generate extra threat/aggro.
Combat roles & progression
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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.
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Each armour type and slot now has its own combat skill.
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Combat XP is earned by defeating enemies, and:
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Shared with your party.
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Granted to all equipped weapons and armor types.
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Killing veteran enemies (group content enemies, with skulls next to their names) will grant more XP.
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- Gear (armor) switching will be blocked during combat.
Weapons & abilities
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Every weapon now comes as a “package” with 3 built-in abilities, tailored to its style and role.
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Weapon types are now available across all tiers, so you can pick based on playstyle, not just item level.
Blocking & defense
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Shields and two-handed weapons can block.
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One-handed weapons and Healing Staffs cannot block.
Spells & PvP/PvE
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Some older spells like Mesmerize or Pacify still do not function in PvP.
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Cooldowns: For example, Ambush (a chest spell) typically has a 50–70 second cooldown, subject to balancing.
Durability & loot
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Heavy armor and weapon durability are increasing while a larger durability rework is in progress.
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Loot drop tables are being rebalanced.
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Stronger gear is meant to be rare, harder to craft, but with improved durability.
Skill requirements
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Gear now has minimum combat skill requirements.
- For example, if an item needs 30 skill, you must meet that level to equip it.
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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
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