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Upcoming Crafting XP changes - AMA from Discord

[h2]Hello Paxians,[/h2][p]As mentioned in the Master Crafting post, we’re now sharing the answers regarding crafting XP changes that will go live with Verse 5.1.2, and that will affect: Blacksmithing, Armorsmithing, Leatherworking, Tailoring, and Weapon Smithing.[/p][p][/p]
Crafting XP rebalance - Core philosophy
[p][/p][p]Will crafting XP be directly proportional to the total material cost of a recipe (including sub-components like charcoal, oil, padding, etc.)?[/p][p]Yes. At a high level, crafting XP now closely tracks the true cost of a recipe, including sub-components and intermediary materials. If a recipe is expensive to make, whether because it requires rare materials, multiple steps, or significant preparation, it should feel meaningfully rewarding in XP. The goal here is simple: if you invest more resources, you should get more progress in return. One important consequence of this approach is that many sub-component crafts now grant less XP than before, while the final recipe that consumes those components grants significantly more XP. In practice, this means that when you craft all the required sub-components and complete the final combine, the total XP earned across the entire crafting chain is, in almost all cases, higher than it was previously.[/p][p]Blacksmithing is the main exception to this rule. A large portion of Blacksmithing progression is built around intermediary and sub-component crafting rather than final combines, and those steps are intentionally meant to be meaningful progression points on their own. As a result, expensive Blacksmithing sub-components still provide strong XP returns, ensuring that the profession retains its established leveling flow and remains rewarding even when focused heavily on component production.[/p][p]This shift overall helps reduce situations where optimal leveling involves endlessly crafting intermediaries in most professions, while still fully rewarding players who engage with deeper, multi-step recipes.[/p][p][/p][p]Are you using a formula-based XP system where each ingredient has an XP value that adds up for each recipe?[/p][p]Yes, with an important nuance. XP is calculated using a formula in which materials contribute value, but those values are weighted differently by profession. For example, tailoring components translate very efficiently into XP for Tailoring, but contribute proportionally less XP when used in professions like Armorsmithing.[/p][p]This approach lets us better balance progression across professions without completely redesigning every recipe’s ingredient list. It gives us consistency and flexibility, while still respecting the identity and economy of each craft.[/p][p][/p][p]Is there a target “XP per resource” consistency across professions, or are some intended to be slower/more resource-intensive?[/p][p]We’ve worked to bring professions closer together in terms of the overall effort required to level, especially where there were large outliers before. That said, not every profession is meant to feel identical. Some crafts are intentionally more demanding to progress. The goal isn’t perfect uniformity, but fairness, predictability, and clearer tradeoffs.[/p][p][/p][p]Will XP changes be retroactive for existing crafters, or will there be a one-time adjustment/bump?[/p][p]This is a very fair question, but unfortunately, no. There’s no reliable way to retroactively calculate XP under the new system without making assumptions that would be inaccurate or unfair[/p][p][/p][p]Will simpler/low-cost recipes keep their current XP, or will they be reduced to discourage mass-crafting trivial items?[/p][p]In almost all cases, they will keep their current XP. Our approach wasn’t to broadly nerf cheap recipes, but instead to anchor XP expectations around leveling recipes that players are already familiar with and comfortable using. From there, more expensive recipes scale upward much more aggressively.[/p][p]It’s also worth noting that some of those anchor recipes, especially at higher tiers, actually received XP increases. In a few professions, the late-stage leveling grind had simply become too punishing relative to the materials invested, and we felt that bringing those anchors up was necessary to keep progression reasonable and motivating.[/p][p]The result is that high-cost and rare-material recipes now grant significantly more XP than before, while familiar leveling paths largely remain intact. There are a few outliers in each profession where low-cost recipes grant less XP than before, but these are the exception, not the rule.[/p][p][/p][p]Will the XP penalty on failed crafts be reduced or removed?[/p][p]Great question. Yes, we do intend to reduce this penalty. However, this change won’t be part of the initial Public Test Server release. We want to first validate the new XP balance as a whole before adjusting failure penalties on top of it, but this is very much on our radar.[/p][p][/p][p]Will crafting recipes clearly display expected XP rewards in advance?[/p][p]This is something we’ve actively discussed. For now, we’re going to closely watch player feedback before committing to displaying this information on the recipes. Our hope is that the new balance builds enough trust and intuition that players feel confident making crafting decisions without needing to see exact numbers.[/p][p]The underlying rule should become easy to internalize: Expensive recipes give a lot more XP, and recipes using rare ingredients give even more on top of that. If that expectation isn’t landing clearly in practice, we’re open to revisiting how XP information is surfaced.[/p][p][/p]
Mass crafting & leveling efficiency issues
[p][/p][p]Will the rebalance remove the current incentive to mass-craft gloves/shoes/shoulder pads as the fastest leveling method?[/p][p]Largely, yes. Because XP now scales much more directly with total material cost, the advantage of repeatedly crafting the cheapest viable item in a tier has been significantly reduced. Those recipes are still perfectly valid for progression, but they’re no longer disproportionately efficient compared to more complex crafts. The intent is that players can choose what to craft based on usefulness or preference, rather than feeling forced into a narrow set of “XP-optimal” items.[/p][p][/p][p]Will complex items (e.g. chest pieces, breastplates) now grant meaningfully more XP than simple ones?[/p][p]Yes. Items that require more materials, more steps, or rarer inputs now grant substantially more XP. In many cases, complex items grant dramatically more XP than before, reflecting both their cost and their place in the crafting ecosystem. If a recipe feels like a serious investment, it should also feel like a serious step forward in progression.[/p][p][/p][p]Will all recipes within a level range provide viable XP, instead of having clear “fast tracks”?[/p][p]That’s the goal. While there will always be some variance, the rebalance is designed so that most recipes within a given level range provide reasonable and competitive XP. Players shouldn’t feel like there’s only one correct recipe per tier to avoid wasting time or materials.[/p][p][/p][p]Will green and blue items grant significantly more XP than grey items?[/p][p]Yes. Recipes that produce higher-quality items naturally involve greater cost and risk, and the XP now reflects that. Green and blue crafts grant noticeably more XP than grey equivalents, reinforcing the idea that taking on more demanding recipes should be rewarded accordingly. For example, Herald’s Plates of the Ironroot II now grants dramatically more XP across all quality tiers. The common version yields roughly 670% more XP than before, while crafting the uncommon (green) version grants about 150% more XP than the common, and the rare (blue) version grants roughly 350% more XP than the common. All of these XP increases derive from the value of the rare ingredients used in the higher-quality recipes.[/p][p][/p][p]Will there be profession XP for repairing items?[/p][p]No. Repairs are a maintenance activity, not a progression path.[/p][p][/p]
Recycling/salvaging
[p][/p][p]Will there be a system to recycle/salvage crafted items?[/p][p]Yes, we’re planning this, but it’s not ready to share yet. Systems like recycling, partial material returns, or Grace-related interactions have wide-reaching implications, so we want to introduce them with clear goals and proper context. We’ll share more details when it’s ready, and at that point, we’ll be looking for player feedback.[/p][p][/p]
Bulk crafting & Quality of Life
[p][/p][p]Will there be: Quantity selectors at crafting benches? Bulk crafting for mastered recipes/components? Will crafting stations get: “Take All” buttons? “Craft All” options? Cancel buttons? Default recipe selections per station?[/p][p]These features are not part of the upcoming update, but we hear the request loud and clear.[/p][p]Bulk crafting and core crafting QoL improvements like quantity selectors, “take all” / “craft all” buttons and cancel options are things we very much want to add. We’ll share more when these are ready to be discussed in concrete terms.[/p][p][/p]
Recipe changes & progression
[p][/p][p]Are recipes themselves changing, or only XP values?[/p][p]Primarily XP values. The focus of this update is on rebalancing crafting XP rather than a broad redesign of recipes. That said, there are a small number of targeted recipe adjustments where they were clearly necessary to support the new balance.[/p][p][/p][p]Will recipe levels shift (e.g. gloves lower, chest higher)?[/p][p]Yes, in a targeted and intentional way. We adjusted recipe levels in Armorsmithing, Tailoring, and Leatherworking so that at most points in progression, you have access to a wider variety of equipment slots, not just gloves or boots, but also chest pieces, helmets, pants, and more. We also reduced the level gap between common, uncommon, and rare versions of the same recipe, especially at higher tiers. In Tier 1, this works largely the same as before, but by Tier 4, the uncommon and rare variants sit much closer in level to the common version, making higher-quality crafts accessible earlier and more consistently.[/p][p]This isn’t a full re-tiering of all recipes, but a focused pass to improve progression flow and reduce dead zones where only a narrow set of crafts felt viable.[/p][p][/p][p]Will any recipes move to higher levels, causing players to lose access temporarily?[/p][p]Yes, in some cases. Many recipes have moved to slightly higher or lower levels as part of the broader effort to improve progression flow and slot variety across professions. We know this can be frustrating, and we didn’t make these changes lightly, but they were necessary to achieve the goals outlined above.[/p][p]We hope that the overall XP rebalance, improved rewards for expensive and complex crafts, and a smoother leveling experience more than make up for these adjustments, and that crafting as a whole feels better and more enjoyable than before. We’re asking for a bit of forgiveness on this one, and we’ll be watching feedback closely.[/p][p][/p][p]Will trivial/unused recipes be removed or reworked?[/p][p]Not as part of this update. The professions targeted in this first XP balance pass don’t have many truly trivial or unused recipes, so removing or reworking them wasn’t a priority here. Even niche recipes often serve a purpose in the broader system, and we didn’t want to remove content as part of an XP-focused rebalance.[/p][p]This kind of cleanup is more relevant for some of the other professions coming later, where those issues are more pronounced. There was one exception: the steel anvil recipe, which was available due to a bug and has been removed.[/p][p][/p][p]Will recipes better match material acquisition difficulty and biome danger?[/p][p]Yes, indirectly. Because XP now scales with material cost and rarity, recipes that require materials from more dangerous biomes or harder-to-access sources naturally grant more XP. This creates a stronger link between risk, effort, and reward without requiring large-scale recipe restructuring.[/p][p][/p][p]Will inconsistencies like low-level recipes requiring high-level materials be fixed?[/p][p]Yes. We addressed these inconsistencies as part of this pass for the professions in question. The other professions will follow.[/p][p][/p]
Profession balance & interdependencies
[p][/p][p]Why are so many parts centralized in Blacksmithing, causing progression imbalance? Will Armor/Weapon Smithing get missing components to progress properly?[/p][p]Blacksmithing is intentionally a foundational profession that produces many shared components. The XP rebalance directly addresses the resulting progression dynamics by ensuring Armorsmithing and Weaponsmithing recipes now grant strong, competitive XP that reflects their true material cost.[/p][p][/p][p]How will XP rebalance affect: Jewelcrafting? Professions that share materials (silver, gold, iron)?[/p][p]It won’t be part of this first pass. Jewelcrafting is not included in the initial crafting XP rebalance, but it is planned for a future update. We wanted to focus this pass on a smaller set of professions and do the work thoroughly rather than spreading changes too thin. We’ll share more details once Jewelcrafting is up next.[/p][p][/p][p]Will there be adjustments to prevent power creep from enchanted + mastercrafted gear?[/p][p]The current PvE balance already accounts for the headroom created by Mastercrafted Item Power bonuses. We’ll continue to reevaluate this as systems evolve, especially as we move toward finalizing the consumables revamp.[/p][p]Our goal is to ensure that exceptional gear feels rewarding without becoming mandatory.[/p][p][/p]
Economy, market health & demand
[p][/p][p]How do you envision crafting professions remaining economically viable when everyone can craft everything early/mid game? Will recipes be reworked to ensure sellable items at all levels?[/p][p]Crafting professions aren’t intended to be economically equal at every stage of progression. Early and mid-game access is meant to support self-sufficiency and experimentation, not to fully define long-term market value. Lower-tier items are intended to have economic relevance, but we agree that the current sinks for them aren’t strong enough. We have plans to address this and give those items clearer purpose and demand, but those changes aren’t ready to be shared in detail. Over time, economic viability is expected to emerge from specialization, time investment, mastery, access to higher-tier recipes and materials, and exceptional outcomes like Master Crafting. As progression deepens, the gap between “can craft” and “can craft well and consistently” becomes increasingly important.[/p][p]In short, early accessibility supports gameplay flow, while sustained economic value comes from expertise, scarcity, and reliability—not just recipe unlocks.[/p][p][/p][p]Are there plans for: Specializations? Higher profession caps?[/p][p]Yes. We’re planning to have specializations within each profession, allowing crafters to focus on specific areas and differentiate themselves meaningfully. Alongside that, we’re working on ways for specialized crafters to push their capabilities beyond the base profession cap. We’re not adding additional tiers just yet. The priority is making the existing progression, recipes, and systems feel great first before expanding outward.[/p][p][/p][p]Will consumables (oils, kits, buffs) be added to create ongoing demand?[/p][p]Yes, that’s the plan. Expanding and improving consumables is a key part of creating sustained demand, and this work primarily affects the next set of professions we’ll be focusing on. We’ll share more once those changes are ready to be discussed in detail.[/p][p][/p]
Systems transparency
[p][/p][p]Can you clearly explain the crafting changes with concrete examples?[/p][p]Crafting XP now scales with the true material cost of a recipe, including sub-components. Expensive and complex crafts grant substantially more XP than cheap ones. Sub-components generally grant less XP on their own, while the final item that consumes them grants much more (with Blacksmithing as a deliberate exception). In almost all cases, crafting the full chain yields more total XP than before. At any given level in Armorsmithing, Tailoring, and Leatherworking, you now have access to a wider range of equipment slots that all provide competitive XP.[/p][p]Examples: [/p]
  • [p]Helm — Pilgrim's Helmet II — lvl 16 → 198% XP compared to before [/p]
  • [p]Chest — Pilgrim's Breastplate II — lvl 11 → 668% XP compared to before [/p]
  • [p]Arms — Pilgrim's Vambraces II — lvl 18 → 92% XP compared to before [/p]
  • [p]Gloves — Pilgrim's Gauntlets II — lvl 20 → 187% XP compared to before [/p]
  • [p]Pants — Pilgrim's Legguards II — lvl 12 → 645% XP compared to before [/p]
  • [p]Boots — Pilgrim's Sabatons II — lvl 15 → 194% XP compared to before[/p]
[p]Larger items like chest pieces are now clearly worth crafting, and higher-quality versions grant significantly more XP.[/p][p]Quality comparison:
Ironside's Sabatons of Quiet Guard II [/p]
  • [p]Common → 198% XP compared to before [/p]
  • [p]Uncommon (Green) → 52% more XP than the Common version [/p]
  • [p]Rare (Blue) → 355% more XP than the Common version[/p]
[p]A small number of recipes moved to slightly higher levels to better reflect their material and risk requirements, but the overall XP rebalance is designed to offset that. The end result is fewer “fast-track” recipes, more viable choices per tier, and progression that rewards crafting useful items instead of repeating the cheapest option.[/p][p][/p][p]Thanks for reading, if you missed the part about Master Crafting, you can find it here. Please note that things may change based on feedback received during testing of the feature on Arcadia.[/p][p]Stay tuned as we’ll soon share the deployment schedule for Verse 5.1.2 content update![/p][p]Pax vobiscum,
The Mainframe Team[/p]

Upcoming Master Crafting - AMA from Discord

[h2]Hello Paxians,[/h2][p][/p][p]Thank you for your participation in the AMA thread on our Discord server. We received quite a lot of questions, and have decided to split the answers into two parts so as not overwhelm you with information. The first part will focus on Master Crafting, and the second part, which will be published early next week, will be about Crafting XP changes. Let’s dive in![/p][p][/p][h2]Mastercrafting - Mechanics & chances[/h2][p][/p][p]What exactly qualifies as a Master Crafted item? Required skill level? Must the recipe be trivial/mastered?[/p][p]To answer all of that, an item will become Master Crafted if you roll a 95% success or higher when making the item. This means you have a chance to make an item Master Crafted regardless of your skill level. Still, the probability of Master Crafting an item is heavily dependent on the difference between your skill level and the recipe difficulty level. For a recipe that’s considered Mastered, you have about 45% chance of making a Master Crafted item based on the craft RNG roll. For more difficult items, the chance gets slimmer and slimmer, but there’s always the sliver of chance to get this even for the very hard crafts.[/p][p][/p][p]Is Mastercrafting a fixed bonus or variable?[/p][p]Currently, the Master Crafting only affects items with Item Power. For these items, you get a fixed +50 bonus to the Item Power of the item. We have ideas for expanding the effect of Master Crafting in future releases.[/p][p][/p][p]Is Mastercrafting a one-off system or something that will expand over time?[/p][p]We have plans to expand this later. As noted, this update only affects items with Item Power. We have ideas for how to integrate this into crafting the products into stackable items and make the buffs more interesting.[/p][p][/p][h2]Mastercrafted item stats & effects[/h2][p][/p][p]Does Mastercrafting increase: Durability? Lifetime? Tool effectiveness?[/p][p]Tool effectiveness is based on the Item Power, so yes. Durability and lifetime are not affected, but we might change this in a future release.[/p][p][/p][p]Will higher-level master crafters produce stronger mastercrafted items?[/p][p]No, but a higher skill level will expand the range of items you can Master Craft.[/p][p][/p][p]Will Mastercrafted items ever have additional effects beyond item power (e.g. fire, speed, specialization perks)?[/p][p]Never say never! But not today.[/p][p][/p][p]Will Mastercrafted jewelry receive benefits as well?[/p][p]Jewelcrafting is a very underserved crafting skill right now, and we really want to integrate Master Crafting to that profession as well, but this will happen in a future update.[/p][p][/p][h2]Customization & recognition[/h2][p][/p][p]Will Mastercrafted items have a distinct visual appearance?[/p][p]Currently, the in-world item is not affected by Master Crafting.[/p][p][/p][p]Will the crafter’s name be visible on the item? Be visible on the market listing? Be optional for anonymity?[/p][p]The Master Crafted items will feature a new design element in their item icons. The item stats panel will show the Master Crafting Item Power bonus in the Item Power calculation and the name of the crafter under it. The crafter's name is not optional.[/p][p][/p][p][/p][p]Thanks for reading. Please note that things may change based on feedback received during testing of the feature on Arcadia.[/p][p][/p][p]Stay tuned for the second part![/p][p][/p][p]Pax vobiscum, The Mainframe Team[/p][p]Drag[/p][p][/p]

Small Update with a Big Impact

[h2]Hello Paxians,[/h2][p][/p][p]We’re hard at work on the next content update, which we already teased in our retrospective. We plan to deploy it on our Public Test Shard, Arcadia, in the next couple of weeks. Rather than introducing entirely new systems, this update refines how existing features feel, look, and connect, to make everyday play smoother, more readable, and more expressive. Let’s dive into the details.[/p][p][/p][h2]Crafting with Better Progression[/h2][p][/p][p]Two of the most requested features from our latest poll relate to crafting, and we’ve already made good progress on both. Work is still ongoing, however, and these changes may not be included in the first round of testing on the PTS.[/p][p][/p][p]Crafting is being refined to feel more rewarding and better balanced. With Master Crafting, exceptionally successful crafts on items with Item Power can permanently boost that item’s power and record your name as its master crafter, giving standout creations a lasting sense of identity. The Item Power boost is additive with any Enchantment applied to the item, meaning that with Master Crafting, the best possible gear will be rare variants that have been both Master Crafted and Enchanted.[/p][p][/p][p]We’re aware that this mechanic does not apply to items with no Item Power, such as foods and potions, and we’ll be exploring ways to add meaningful “exceptional success” mechanics for those professions in a later update.[/p][p][/p][p]At the same time, a major rebalancing pass is being applied to crafting XP for five main professions: Leatherworking, Weapon Smithing, Tailoring, Blacksmithing, and Armor Smithing. This update adjusts how much experience each item grants to make progression smoother, more consistent, and more rewarding overall.[/p][p][/p][p]Importantly, this change is not a nerf to crafting XP. Instead, XP is being rebalanced so that recipes that are more expensive to craft grant more experience, better reflecting the effort and resource investment involved. Cheaper recipes will continue to provide viable progression, while more complex, resource-intensive crafts will now feel appropriately rewarding.[/p][p][/p][p]In most professions, finished, final items will grant more XP than intermediary components, encouraging players to complete full crafting chains. Blacksmithing is a deliberate exception: because the profession relies heavily on crafting intermediary components as a core part of its gameplay loop, these intermediary items will continue to provide strong XP rewards to ensure Blacksmithing progression remains smooth and satisfying.[/p][p][/p][p]Additionally, the recipe level distribution is being reworked, so players gain access to useful, viable items more consistently as they level, rather than being constrained by rigid progression gates. This should significantly reduce the number of crafts that feel wasted or inefficient.[/p][p][/p][p]Note that we are not changing the leveling curve itself—only how much XP individual crafts grant.[/p][p][/p][p]Finally, while this pass focuses on these five professions, other professions will be added when they’re ready. They are currently undergoing a deeper rework, which requires additional time to get right.[/p][p][/p][h2]Smoother Communication and Expression[/h2][p][/p][p]Talking, coordinating, and expressing yourself are becoming more intuitive. New slash commands for party management, chat, clans, and emotes make it easier to interact quickly, especially when timing matters.[/p][p][/p][p]Characters are also gaining more personality. New emotes like Insult, Show Respect, Let’s Go!, and Call Out expand non-verbal communication, while a new Moods tab allows you to select a persistent facial expression. Your chosen mood stays active until changed, and emotes now include basic facial animation that can be subtly altered by combining them with different moods. Note that this is still WIP and might not make it to the next round of testing right away.[/p][p][/p][h2]Character Menu: Cleaner, Clearer, more Useful[/h2][p][/p][p]The Character Menu is being redesigned to better support moment-to-moment play. It now lives in a right-hand side panel, aligning with broader UX plans and improving consistency across menus. Detailed information appears in floating tooltips when hovering over or selecting elements, keeping the interface readable without overwhelming the screen.[/p][p][/p][p]The Equipment tab no longer takes control of the camera and instead displays your character directly in the menu, along with your name and average Item Power. Selecting an equipment slot now shows only the items that fit it, reducing unnecessary friction. The Stats UI has been expanded into a full tab with additional stats and unique icons, and the Skills tab has been moved from the Journal into the Character Menu to keep all character-related information in one place.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]Clan Management: Simplified[/h2][p][/p][p]Clan tools are also getting a clarity pass. The Clan Menu now uses the same right-hand side panel layout and tooltip system as the Character Menu. Players without a clan will see options to join or create one, while clan members gain clearer access to announcements, member lists, and applicants.[/p][p][/p][p]Clan settings, such as heraldry changes and leaving or disbanding a clan, have been moved to the top-right corner of the menu. Permission changes are not included in this update, but they remain a high-priority feature for the future.[/p][p][/p][h2]World: Easier to Read[/h2][p][/p][p]A broad visual pass improves how resources appear across biomes. Many small or low-profile resources have been converted into larger clusters, while others have been resized, recolored, or reworked to stand out more clearly from surrounding foliage. Non-interactive plants have been toned down to reduce visual noise, and some resources have been fully recreated to improve overall quality.[/p][p][/p][p]The goal is simple: make it easier to spot what matters without losing the world's natural feel. The end result is that finding resources that used to be extremely hard to spot is now easier, while you’ll still be able to gather more by building knowledge and skill on where to find resources and exactly how to spot them.[/p][p][/p][h2]Performance Where it Counts[/h2][p][/p][p]Performance improvements are underway, with focused profiling aimed at improving render performance during combat. The intention is to make intense encounters feel smoother and more responsive. This update includes fixes for several rendering performance issues discovered when profiling issues reported by the player community.[/p][p][/p][h2]Looking Ahead[/h2][p][/p][p]This upcoming update is all about refinement. By improving readability, usability, expression, and performance, it brings Pax Dei a step closer to the experience it’s aiming to be: cohesive, immersive, and rewarding in the details. We plan to deploy this update on our Public Test Shard, Arcadia, very soon - aka in the coming weeks - with several stages of testing. As usual, we’ll make adjustments as needed based on relevant feedback.[/p][p][/p][p]Keep an eye on the official channels for the details that should be communicated pretty soon![/p][p]
Pax vobiscum,
The Mainframe Team[/p]

Play Pax Dei for Free with the Steam Free Week (Jan 19–26)

[h3]Curious about Pax Dei?[/h3][p][/p][p]Try it for free on Steam during our Free Week, running from January 19, 6 pm UTC to January 26, 6 pm UTC.[/p][p]During this time, you’ll play on the live worlds, alongside the whole community, with temporary access to the base game, including:[/p][p]●      A Token for one plot, to start building your personal home[/p][p]●      Premium Status, granting XP and Grace boost[/p][p]●      100 Grace, in-game currency used to cast miracles (temporary buff and travel) or maintain a plot for one-month (400 Grace)[/p][p]Build your home, explore the vast land of Gallia, craft gear, and join other players just like regular adventurers.[/p][p]Accessing Pax Dei and playing for free during the Steam Free Week is pretty easy: just select the free version of the game from our Steam store page, available from January 19 to January 26.[/p][p]If you like the game, it’s available at a 40% discount from January 19 to February 2. Pick it up to keep playing without losing a beat![/p][p]If you don’t acquire the base game right away, your progress won’t be lost. After 2 days, on Jan 28, your plot will be released, while your materials will be saved in the Redeeming queue, ready for you if you return later. Your character, his skills, and inventory won’t be deleted.[/p][p]Step into Gallia and see if Pax Dei is your next home.[/p][p]Pax vobiscum,
The Mainframe Team[/p][p][/p][p][/p][p] [/p][h3] Pax Dei Steam Free Week - FAQ[/h3][p][/p][p]What is Pax Dei Steam Free Week?[/p][p]We’re partnering with Steam to allow new players to play Pax Dei for free from January 19, 6 pm UTC to January 26, 6 pm UTC. This offer is available only on Steam.[/p][p][/p][p]Do I need to own the game to play?[/p][p]No. During the Free Week, players can access Pax Dei for free on Steam without purchasing the base game. Just select the free version of the game from our Steam store page, available from January 19 to January 26.[/p][p][/p][p]Will Free Week players play on separate servers?[/p][p]No. Free Week players will play on the live worlds, alongside regular players.[/p][p][/p][p]What content is included during Free Week?[/p][p]Free Week players receive temporary access to:[/p][p]●      The full experience of the Pax Dei base game,[/p][p]●      A Token for one plot,[/p][p]●      Premium Status,[/p][p]●      200 Grace.[/p][p][/p][p]Can Free Week players build and craft normally?[/p][p]Yes. Free Week players can build, craft, explore, trade, and play just like regular players during the event.[/p][p][/p][p]I like Pax Dei. How do I keep playing?[/p][p]●      To keep playing without interruption, purchase the base game and make sure to log in at least once before January 26, 6pm UTC.[/p][p]●      Note that we are also running a custom discount alongside the Free Week: Pax Dei is 40% off! (offer valid from Jan. 19 to Feb. 2nd)[/p][p][/p][p]What if I don’t acquire the base game right away?[/p][p]If a Free Week player does not acquire the base game or does not log in with the base game, before Jan. 26, 6 pm UTC:[/p][p]●      After a short grace period, their plot will be removed from the world.[/p][p]●      All crafted items, materials, and progress will be stored safely in their Redeeming Queue, waiting for them to come back at a later point.[/p][p]●      Their character, skills, and inventory will also be saved.[/p][p]●      They’ll need to find a new place to rebuild their home if they decide to come back later.[/p][p][/p][p]Please note that once the Free Week has ended, in-game purchases (individual Plot Tokens, Premium status, subscription, etc.) won't be accessible without purchasing the base game first.[/p][p][/p][p][/p]

Patch Notes - Verse 5 - Hotfix

  • Fixed an issue with Mournel trees not spawning correctly in the US East region.
  • To prevent characters from logging out instantly if a player logs in with another character, we added a logout delay that now applies to the first one.
  • We made several low-level changes to NPC handling and caching that should make NPCs more robust.
  • End of the Yule temporary event - all recipes will be removed from in-game, as well as the ability to collect ingredients. All other Yule-themed crafted items will remain.
  • Re-enabled NPC 'recycling' system (which is a system that does not delete an NPC when it despawns, but keeps it for a later respawn to reduce resource consumption), which was disabled to prevent issues in NPC spawning. We still expect a few issues to remain and would like feedback on them.