News Liste Pax Dei

Path of the Adventurer Q&A
Pax Dei
05.06.25 13:45 Community Announcements
Hello Paxians, The development team recently gathered for a dedicated Question and Answers session with the players, focused on Verse 3 – [i]Path of the Adventurer[/i]. To make sure you don’t miss any of the key takeaways, we’ve compiled a detailed, topic-by-topic summary covering the most important insights, updates, and behind-the-scenes perspectives shared during the discussion. Whether you're curious about upcoming features, design decisions, or the vision behind this new chapter, you’ll find everything you need right below.

Verse 3 Q&A with the devs - Recap

Verse 3 wipe

  • [b]Relics return[/b]: For non-unique relics, you will get back exactly what was used in the original item.
  • [b]Gear materials[/b]: Gear will be broken down into raw resources during the wipe. This includes items that will be removed with Verse 3.
  • [b]Unique relics[/b]: These will [i]disappear[/i] entirely. Faction relics remain and can still be used.
  • [b]Resources[/b]: Steel gear converts to [i]pure[/i] iron. Any raw material harvested stays intact.
  • [b]Items at 0 durability[/b]: These will also return their base materials.
  • [b]Resource refunds[/b]: General policy is that materials are returned in their base form during the transition.

Gear & armor

  • [b]Movement speed[/b]: Armor types do [i]not[/i] passively affect movement speed. Speed boosts come only from spells (e.g., foot-slot buffs), and these are temporary.
  • [b]Armor quality levels[/b]: Common, Uncommon, and Rare are the tiers available.
  • [b]Threat mechanics[/b]: Threat is influenced by damage, specific stats (on heavy armor and shields), and abilities. Both spells and weapon specials can increase threat.
  • [b]Crowd Control (CC):[/b] [list]
  • [i]CC Power[/i] on tank gear makes effects like stun last longer.
  • [i]CC Resistance[/i] reduces the duration of incoming CC.
[*][b]Armor types[/b]: Chain and Plate are both classified as [i]Heavy Armor[/i]. Choice is mostly about material cost. [*][b]Helmet visibility[/b]: No option to hide helmets in Verse 3. We plan to add it later, possibly with PvP exceptions (i.e., others may still see it). [*][b]Dye system[/b]: Not in Verse 3. It is [i]planned[/i] for the future, but time constraints prevented implementation. [*][b]Physical resistances[/b]: All physical resistances (slash, pierce, blunt) are now unified into a single Physical Defense stat. The original types still exist under the hood for [i]future use[/i]. [*][b]Tanking[/b]: Tanks will be able to hold aggro on multiple mobs if supported by a healer. [*][b]Durability[/b]: Durability will not be increased. You will still need 2 or more gear sets for longer hunting sessions. [*][b]Gathering gear[/b]: Discussed internally, but it is [i]not part of Verse 3[/i]. [/list]

Weapons & combat

  • [b]Item Power system[/b]: Item Power affects all stats and scales with item tier (+100 per tier), quality (+100 per quality level), and relevant skill (+100).
  • [b]Weapon switching[/b]: Still incurs a cooldown. No exemptions or changes planned for now. Bow functionality as a pull tool will [i]eventually[/i] be adjusted.
  • [b]Zweihander[/b]: Not returning soon. The Great Sword model has been resized instead.
  • [b]Solo viability[/b]: Not all weapon/armor combinations are suitable for solo play. Some roles (e.g., tank/healer) are designed for groups.
  • [b]Animations[/b]: Most weapon skills use new animations; only a few reuse existing ones.
  • [b]Gathering tools[/b]: Require skill levels to equip. There are no [i]sub-specializations[/i].
  • [b]Damage scaling[/b]: Player skill level increases item power, which directly influences damage output.
  • [b]Weapon cooldowns[/b]: Default layout uses Q (short cooldown), R/F (longer cooldowns).
  • [b]Dual wielding[/b]: Might be added later, but only as fixed sets (e.g., “Dual Axes”). [i]No plans[/i] for freeform dual-wielding.
  • [b]Skill progression[/b]: Combat skills can only be leveled by killing PvE enemies in Verse 3.
  • [b]Bow usage[/b]: Bows are good for hunting now. Ranger-style abilities and bow-specific specials are [i]planned for a future update[/i].
  • [b]Movement during combat[/b]: Characters move during attacks but cannot move freely until the attack animation finishes.

Skills, abilities & Grace

  • [b]Stamina bar[/b]: Only appears when stamina is not full.
  • [b]Ability canceling[/b]: Weapon specials are fully committed once activated. You cannot cancel or fake them currently. This may change in the future for some abilities.
  • [b]Grace & Miracles[/b]: No new Grace or Miracle content in Verse 3. These systems will be expanded later as part of broader social gameplay.
  • [b]Dodge system[/b]: A traditional dodge ability is [i]not planned[/i]. Developers want group tactics over reflex-based mechanics. If dodge is ever added, it will have a long cooldown (20/30 sec).

Magic & spells

  • [b]New spell types[/b]: Divine Orb is a new healing projectile that requires manual aiming.
  • [b]Consecrated Ground[/b]: Reworked; now provides defensive benefits but no longer generates threat.
  • [b]DPS spells[/b]: No major damage spells in Verse 3. They are [i]planned for future versions[/i].
  • [b]Pilgrim’s Fire[/b]: Removed in Verse 3. Similar offensive spells will return as weapon specials later.
  • [b]Grace transfer[/b]: Not possible and Grace [i]will remain non-transferable[/i].

PvP & Lyonesse

  • [b]PvP experience[/b]: Killing players does [i]not[/i] provide combat XP.
  • [b]PvP design[/b]: Abilities were balanced with both PvP and PvE in mind.
  • [b]PvP zone[/b]: PvP remains restricted to Lyonesse in Verse 3.
  • [b]Dueling[/b]: Dueling is a desired feature but [i]not yet implemented[/i]. No ETA.
  • [b]Lyonesse 2.0[/b]: In development. Will offer unique rewards to increase PvP participation.
  • [b]Current Lyonesse map[/b]: No changes to layout in Verse 3.
  • [b]Resource incentives[/b]: Pure iron is now more abundant in Lyonesse. High-tier resource respawn timers encourage gathering there.
  • [b]Skill use in PvP[/b]: All armor/weapon skills are usable [i]except[/i] Mesmerize, Haunting Memories, and Pacify.

PvE, dungeons & loot

  • [b]Forts & ruins[/b]: Increased number, especially in Home Valleys. Respawn times may still be tuned.
  • [b]Group composition[/b]: Balanced around 1 tank and 1 healer. Players may discover more efficient setups.
  • [b]Cave updates[/b]: Slight spawn/difficulty updates; lighting and utility improvements ongoing.
  • [b]Boss mechanics[/b]: Not in Verse 3. Foundations for future dungeon content are in place.
  • [b]Named NPCs[/b]: Now reliably drop unique relics.
  • [b]Dungeon maps[/b]: No in-dungeon maps are planned.
  • [b]Loot system[/b]: Remains unchanged in Verse 3. Further balancing is planned.
  • [b]XP gains[/b]: Higher-tier and veteran mobs give more XP. Veteran enemies are group-oriented.

Clans & group features

  • [b]Clan roles[/b]: No expanded roles in Verse 3, will come later.
  • [b]Party visibility[/b]: Marking groups for visibility is on the QOL wishlist but [i]not coming[/i] in Verse 3.
  • [b]XP bonus[/b]: Group XP scales with group size and enemy tier (especially veterans).
  • [b]Clan emblems[/b]: No new emblems or uses added in Verse 3, but [i]planned[/i] for future updates.

Mobs & camps

  • [b]Mob rebalance[/b]: All NPCs have been rebalanced for health, damage, and difficulty.
  • [b]Named vs Bosses[/b]: Verse 3 adds named NPCs with relic drops. No true boss entities with phase mechanics yet.
  • [b]Solo experience[/b]: Small ruins and caves now explicitly support solo/duo play. Larger camps and dungeons are for groups.
  • [b]Zebian cultists[/b]: Receiving visual updates. More variety and improvements planned for later.
  • [b]Damage scaling[/b]: Enemy power increases by tier (1-4) and type (normal/veteran).
  • [b]Bear hunting[/b]: Bears are tougher but still soloable with good gear.

Resources & economy

  • [b]Upcycling[/b]: Wrought iron and impure iron can now be smelted back to pure iron (resource-intensive).
  • [b]Economy rework[/b]: More materials are used across all tiers, reducing obsolescence.
  • [b]Node spawning[/b]: Static spawn blocking fixed. Nodes and animals now reposition if obstructed or overbuilt.
  • [b]Stack sizes[/b]: We acknowledge this needs work; no changes yet.

Crafting

  • [b]Healing staves[/b]: Crafted via weaponsmithing.
  • [b]Crafting rarity[/b]: Determined by rare materials. No mastercrafting bonuses in Verse 3 yet.
  • [b]Recycling[/b]: [i]Planned[/i] for the [i]future[/i] but not in Verse 3.
  • [b]Skinning tools[/b]: Higher-quality knives offer faster results. Still being balanced.
  • [b]Cooking[/b]: Carcass yields and recipes have been rebalanced.
  • [b]Consumables[/b]: Minimal changes in Verse 3; full overhaul [i]planned later[/i].
  • [b]Crafting range[/b]: No ability to craft from nearby/plot chests. No plans to add this.
  • [b]Solo crafting access[/b]: Higher-tier gear can be learned and crafted solo with PvE materials.
  • [b]Enchanting[/b]: Planned as a future profession; not in Verse 3.

Audio, graphics and performance

  • [b]UE update[/b]: Verse 3 is not on UE 5.5, but asset streaming and server transitions improved.
  • [b]Audio[/b]: New ambient music, clearer mixing, better spell/NPC sounds. Work continues post-Verse 3.
  • [b]FSR support[/b]: Disabled due to crash issues; devs are still investigating.
  • [b]Performance[/b]: Significant improvements in NPC streaming and rendering stability.

World & map

  • [b]Wildlands & Home Valleys[/b]: World reshaped to add more Home Valleys, slightly reducing Wildlands.
  • [b]Terrain features[/b]: Large trees remain. Terrain is gentler with fewer steep cliffs.
  • [b]Water features[/b]: Ponds added. No creeks or flowing water yet.
  • [b]Map changes[/b]: Only Kerys and Merrie swapped. No changes to Ancien/Inis Gallia.
  • [b]Citadel[/b]: Remains closed. Content will be revealed in the future.
  • [b]Trees respawning inside plots[/b]: trees on plots still appear. [i]Plot setting to suppress them planned[/i].
  • [b]Construction bugs[/b]: Known issues like the “4-plot square hole” are not fixed in Verse 3, but will be later.
  • [b]Mountains[/b]: Still present, though slightly softened.

Travel & mounts

  • [b]Fast Travel[/b]: Remains unchanged. Petra Mea is the only travel point.
  • [b]Plot teleportation[/b]: Not available and not planned, [i]but related systems are in early development[/i].
  • [b]Mounts & travel gear[/b]: Horses and carts are not in Verse 3. [i]Planned[/i] for future updates.

Building & furnitures

  • [b]Lighting/Decor[/b]: No new decor or lights in Verse 3, but assets (e.g., sconces, clutter) are being created for later.
  • [b]Granite foundations[/b]: Available with Verse 3.
  • [b]Limestone pieces[/b]: Released with Verse 3.
  • [b]Building rotation[/b]: No vertical rotation planned.
  • [b]Animal farms & pets[/b]: Desired [i]but no ETA[/i].

Market System

  • [b]Buy orders[/b]: [i]Planned[/i] but not in Verse 3.

Food & consumables

  • [b]Food effects[/b]: Foods still offer specific defenses, though their effectiveness was slightly reduced.
  • [b]Balance pass[/b]: Full food and potion rework is [i]planned[/i] but not included in Verse 3.

Miscellaneous

  • [b]First-Person camera[/b]: Might come [i]for building only[/i]. No plans for full first-person gameplay.
  • [b]Lore content[/b]: No new books/scrolls yet, but the framework is being laid for future narrative expansion.
  • [b]Night time[/b]: Slightly darker in forests due to denser foliage. General night lighting remains unchanged.
  • [b]Fantasy setting[/b]: The world is low-fantasy inspired by [i]Game of Thrones[/i]. Magic exists but must be discovered. There are no fantasy races like elves.
  • [b]Haircuts[/b]: No option to change hairstyle in Verse 3; not planned for now.
  • [b]Swimming/Diving[/b]: Swimming is simple and meant for navigation (e.g., reaching islands). Diving is [i]not[/i] supported, and [i]no plans[/i] for it yet.
  • [b]Keybindings[/b]: Most gameplay keybindings are rebindable. UI keybindings [i]may[/i] not be fully configurable yet.
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