Vintage Story Mod DB · Vintage Story mod
Age Of Confession
Age Of Confession This mod has been completely overhauled and no longer has any connection to the previous content. This mod adds almost no new assets. Religious objects are completely missing, but will be added in the future via a separate mod. What about
Quick answer
Which Age Of Confession release matches 1.22.3?
Age Of Confession 3.0.3 targets 1.22.3. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Age Of Confession required on the client, server, or both?
It must be installed on the client. Installation on the dedicated server is optional.
This release supports both sides, but the source does not require it on the server.
What else does Age Of Confession 3.0.3 need?
3.0.3 on 1.22.3. Every mod below is checked against that same setup.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Age Of Confession without breaking your instance.
Built for Age Of Confession 3.0.3 on 1.22.3. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 3.0.3. It targets 1.22.3; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
It must be installed on the client. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 3.0.3. It opens that exact file at the source.
About this project
What does Age Of Confession add?
Age Of Confession
This mod has been completely overhauled and no longer has any connection to the previous content.
This mod adds almost no new assets. Religious objects are completely missing, but will be added in the future via a separate mod.
What about the archways? I recommend switching to Medieval Architecture starting with version 1.21.6. (Continuation of the old Age of Confession content)
Introduction to Age of Confession
Faith has always shaped human history. Across all cultures, people have searched for meaning in death, dreams, nature, and the unknown. They built shrines, created symbols, gathered in communities, and gave names to the powers they believed in.
💡
Age of Confession brings this idea into Vintage Story. In this mod, beliefs are not merely background lore — they are something players can found, sustain, and defend. Through communities and acts of devotion, faith becomes a living presence in the world.
At the center of every living belief stands a Sanctuary Center, a sacred place where devotion is gathered and where the presence of faith lingers. Here, the faithful may seek blessing, refuge, and strength.
Beliefs and Communities
A belief does not endure by name alone. It must take root in the world through communities bound to it. Each community belongs to a single belief and is anchored by a Sanctuary Center. A single belief may be sustained by many communities, but each one stands or falls through the devotion of those who keep it alive.
Founding a Belief
A new belief is created using chat commands. A specific character class may be required for this. To found a new belief, use: /confession createbelief <name>.
A player may only found one belief at a time. Choose its name carefully, for it may endure long after its founder is gone.To view all known beliefs, use: /confession listbeliefs
Sanctuary Centers
A Sanctuary Center is the sacred anchor of a community. It marks the place where devotion gathers and where the presence of a belief takes root in the world. Without a Sanctuary Center, a community cannot be bound to a belief. To bind a Sanctuary Center to an existing belief, use: /confession bindcommunity <belief>
Once bound, the Sanctuary Center becomes the living heart of that community. From that place, devotion may be heard and blessings may spread.
Devotion
Devotion is the act through which a community is sustained. To devote oneself is to renew the bond between the faithful and the sanctuary they serve. Those who devote themselves within the influence of a living Sanctuary Center strengthen the community tied to it. But devotion is not answered everywhere. A wandering soul may kneel in silence and receive nothing in return. Only within the reach of a living sanctuary may devotion be heard.
Community Strength and Blessings
The strength of a community is not shown directly, yet it is never without consequence. Every living community passes through four stages of strength, and as that strength grows, so too does the power of the blessings bound to it. Within the influence of a living Sanctuary Center, the faithful may receive healing, increased temporal stability, relief from hunger, and protection against hostile forces. These gifts are not equal at all times. A weak and fading community offers little, while a strong and flourishing one grants far greater aid. In this way, devotion is never without meaning. What is given to a sanctuary in patience and reverence may, in time, return to its followers as blessing, shelter, and strength.
Decay and Renewal
No community remains strong forever. Over time, every sanctuary loses strength, and only continued devotion can restore what is fading. As a belief grows and gains more communities, its presence becomes easier to preserve, yet no sanctuary is ever free from decline. If a community loses all of its strength, its Sanctuary Center falls silent and its bond to the belief is broken. A belief that remains without living communities for too long will also pass from the world. Only devotion, persistence, and the care of its followers can preserve it
Examples of Gameplay
- Players can settle in unstable regions. The community center serves as a source of temporal stability
- Players can establish settlements and benefit together from a central location
- Conflicting interpretations, lack of space, or a lack of acceptance can pose a threat to the community. Players must protect it from other players
- To keep their community alive, players need to actively engage with it on a regular basis
- Players can decorate their community center according to their beliefs. The place could help visitors understand their interpretation
- Communities of the same religion support one another, no matter how far apart they are
- Players who don't want to fight during a temporal storm can now still take action against the corrupted creatures
FAQ
1. Creates a belief. Without a sanctuary block, it will fade away after a while.
/confession createbelief <name>
2. Returns all known beliefs. Use this name to bind sanctuary blocks. Admins can also view the associated communities: [id, position and current charge]
/confession listbeliefs
3. Tries to bind the targeted sanctuary block to a belief. There is no limit to the number of communities a belief can have, but each player can only create one belief and bind one community. However, any player can devote themselves to any sanctuary block, regardless of who created or bound it
/confession bindcommunity <beliefname>
4. Returns your character class. If you want to use modconfig to specify who can create a belief, use this string to allow your current class.
/confession whatsmyclass
5. Admin commands to delete a community or a belief. Requires the privilage controlserver
/confession admin deletecommunity <id>
/confession admin deletebelief <beliefname>
StartCharge: The charge a community center block receives once it is assigned to a belief.
MaxCharge: The maximum possible charge. This determines the four charge ranges for each level. The starting charge is added to the first level.
CommunityExclusionRadius: The radius within which no additional community may be established. (Two-dimensional only)
InfluenceRadius: The radius of effect of the sanctuary block. (Three-dimensional)
BaseChargeGain: The charge gain per player per pulse (every 15 seconds). For multiple players, there is a soft multiplier with a hard cap.
DecayRate: Daily maximum charge loss for a community.
EmptyBeliefDeletionDays: In-game days until a belief that is not associated with a community is deleted.
EffectiveDevotionPulsesPerDay: How many charge pulses can a single player contribute? (Pulse × BaseChargeGain = Daily Charge Contribution)
Player rewards are only available to players who are actively devoting.
TemporalStabilityGainByTier: Increase in temporal stability per pulse (Level 1, 2, 3, 4)
HungerReductionByTier: Hunger rate reduction (Level 1, 2, 3, 4)
HealingGainByTier: Health points gain per pulse (Level 1, 2, 3, 4)
AreaDamageByTier: Damage to entities listed in AreaDamageTargetCodeContains per puls (Level 1, 2, 3, 4)
BeliefFounderAllowedClasses: Character class requirement for creating a belief. Leave blank to allow any class.
A newly created community survives for 6 real-world days without devotion if the in-game time runs continuously (default settings)
Contact me on the official Vintage Story discord server for questions: @Roteroktober
Released under CC-BY-SA License
Project description from Vintage Story Mod DB.
Pick your setup
Age Of Confession releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.1
1 loader build1.22.0
1 loader build1.21.7
1 loader build1.20.12
1 loader build1.20.3
1 loader build1.20.1
1 loader build1.20.0-rc.8
1 loader build1.20.0-rc.6
1 loader build1.20.0-rc.3
1 loader build1.19.8
1 loader build1.19.7
1 loader buildShowing the newest 12 of 13 game versions. Older files are in the list below.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Age Of Confession versions and loaders
3.0.3
ageofconfession_3.0.3.zip
31 May 2026
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.