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Mistwalker's page

Goblin Squad Member. RPG Superstar 2015 Star Voter. Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 2,114 posts. No reviews. No lists. No wishlists. 13 Pathfinder Society characters.


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Goblin Squad Member

1 person marked this as a favorite.

Perhaps put it on the patcher for a bit - this way everyone should see it when they log into the game.

Goblin Squad Member

I seem to be missing something in my understanding (or forgotten it).

When you cast spells, you use up power (the yellow bar on the health bar). It does not refresh on it's own like stamina and hit points. I was under the impression that it could only be recovered in town or inns/camps (not yet in the game).

Yet when spells were cast, and a return to town happened, the yellow bar didn't seem to be refreshing (this was before the server downtime so it is possible that it was/is a slow process).

Is there a specific place or way to recover power?

Is there a specific place to find out what you stamina and/or power totals are? Hit points are on the character sheet, but I am unsure where to find the others.

Goblin Squad Member

I suspect that you will not have any luck with your suggestion. It would make significant changes in the way the game is set up and designed.

Settlement training is based on the number of towers that the settlement controls - the more towers, the higher level of feat that you can train.

From what I understand, this is done for several reasons, including but not limited to:
1) Method of getting players involved in the game
2) As the game is a sandbox environment, this creates player generated adventures and interactions
3) Promotes social groups and activities
4) Helps limit the negative impact of murderers
5) Helps to prevent real world money being able to "buy to win" the game

Goblin Squad Member

Bob Settles wrote:
All fixed, though the fix probably won't go live for at least a couple weeks. When it does, the papers will be on the ground next to the tables.

Thanks

Goblin Squad Member

I was wondering if anyone had found a way to be able to access/use/receive the communications?

When I tab, I see them (they are usually under a table), but I can't seem to retrieve them : I have tried single clicks and double clicks on both mouse buttons.

It seems that they can be retrieved as I saw in one hex that one of the thirty had been retrieved. So, what am I doing wrong?

Goblin Squad Member

In the Alpha there was a Spellspun Robe for tailor

Goblin Squad Member

2 people marked this as a favorite.

I do have a couple of odd questions about husks.

When you log out, your avatar stays logged in for a bit before disappearing.

If someone knows you are about to log out (like when you say goodnight to folks at the bank and someone overhears), and kills your avatar after you have "quit", does the husk disappear at the same time and re-appear when you log back in? Does it stay around for the full 30 minutes, even if you are not logged in?

Goblin Squad Member

Midnight of Golgotha wrote:

Or do you mean you took close to 2 hours to enact a form-up and when you finally berated enough of your carebears to put down their shovels and craft a weapon you discovered many Golgothans were too rep damaged to enter their own settlement without Thornguard aggro, so you milled around in Golgotha for a while and took a screenshot?

Midnight of Golgotha wrote:

Benevolent Dictator alerted the devs to the planned raid in advance and the devs stayed at work into the evening to watch and evaluate the action.

That suggests to me that it was important to them, and by extension important to the game and to YOU.

I find it amusing that you are attempting to ridicule your opponents for the time it took them to respond to your prepared in advance raid (long enough to alert the Devs). :)

Perhaps in the interest in working out any bugs in the PvP system, it would better to offer a challenge that would be two separate battles:
Both teams meet at the designated area.
Team A attacks team B, with those that die staying on the sidelines until we have a single side with members still standing.
The second battle starts with Team B attacking Team A - this way spreading around the rep hits.

The winning Team is the one who had the most standing members at the end of both fights.

Later fights could be arranged around defending a tower, or a town, or a gusher, or etc...

Goblin Squad Member

Ah, re-ran the patcher and am now logged in.

Thanks Atheroy

Goblin Squad Member

It connects for me now, but is hanging at "connecting to server"

Goblin Squad Member

Caldeathe Baequiannia wrote:
Savage Grace wrote:
Neadenil Edam wrote:


I would be very surprised if there is not at least one DT spy in the leadership of virtually every settlemnt in game.
I imagine there's a spy in every settlement, but I don't accept that they are in the leadership structures.
I'm not even convinced of that, considering how many settlements have no presence at all. On the other hand, it may be that spies are the most active members of some settlements....

Or they may like their leadership role in the new settlement so much that they become double agents.

:)

Goblin Squad Member

1 person marked this as a favorite.

Glad to see that I am not the only one who is unsure of what the symbols mean. :)

Perhaps a dev could provide an explanation (and images to Dazyk for his reference sheet).

Goblin Squad Member

Jakaal wrote:

the icons are on the last sheet of the workbook in the above link.

streak is a line that hits all in the line, burst is an AoE (possible centered on the target), burst to self is a burst centered on you.

I saw those icons, but not the ones that appear in above the center of your health bar - what do they indicate?

As mentioned above, I have seen a scale like image, a hands up image, a foot - and can't remember the rest. What do they signify?

Thanks for the info on the spell words. Is there a full list somewhere?

Goblin Squad Member

Giorgo wrote:
Mistwalker wrote:

And where can one find a list of what the little symbols that appear in combat on your health bar mean?

Dazyk's PFO Quick Reference

Thanks. That is helpful.

But:
What about the symbols that appear above the health bar:
balance looking one
hands up one
etc..

And what the spell words mean?
Example: Streak, Burst, Burst to self, etc..

I have an idea on some of the items, but am likely wrong in several cases.

Goblin Squad Member

Neadenil Edam wrote:
Nihimon wrote:
KarlBob wrote:
In my experience, fighters and rogues are beginning to learn a) don't stand too close to the wizard (soo many friendly fire AoEs)...
And for all that you hold sacred, don't run out directly in front of the Wizard!

lol ... it is surprising how many wizards do not realize what a "streak" spell does and throw Electirc Brand around with abandon.

It is not being hit by the friendly fire that bothers me - its the fact that if you are spamming something like half draw and the wizzie is behind you your shots can switch to them automatically and kill them before you realise.

Where can one find a list explaining all of the terms of the cantrips/orisons/spells?

And where can one find a list of what the little symbols that appear in combat on your health bar mean?

Goblin Squad Member

That sound good to me, and addresses any concerns I had about new players.

Appreciate the explanation and the changes.

Goblin Squad Member

1 person marked this as a favorite.
Nihimon wrote:
Mistwalker wrote:
Nihimon wrote:
Mistwalker wrote:
But the question remains, what will the new player use to pay for the T1+1 armor?
Harvested Resources.
How is that going to be done at an Auction House?

New Players gather Resources and sell them, along with any Recipes or Expendables they're lucky enough to loot, on the Auction House to get Coin to buy better Gear.

This is the exact system Ryan described in Adventure in the River Kingdoms.

Don't the Auction Houses need to work a wee bit more smoothly before that will work (and the experienced players will actually put items in the AH)?

I think that the AH needs to work better before they completely cancel the drops on the starter goblins.

Suggestion would be to keep weapons and armor on the starter goblins until the AH is working sufficiently well that it is being used by both new and experienced players.

Goblin Squad Member

Nihimon wrote:
Mistwalker wrote:
But the question remains, what will the new player use to pay for the T1+1 armor?
Harvested Resources.

How is that going to be done at an Auction House?

This requires that the new player find an armorer and weaponsmith (or articifer or iconographer or bowyer or etc) to trade with them to get the weapon and armor that they need/want.

I don't see this as being fun for new players - running around and asking (having to beg) for an experienced player to make them an item when they are new.

It is much more challenging for a game to thrive if new players don't enjoy themselves in the first few hours of playing - they simply move on to something else.

In my opinion, having to beg/ask experience players for gear isn't fun. And if you do find one willing to make you gear in exchange for resources, you have to your first few hours gathering resources, then trying to hook up with that experienced player (and potentially wait while they refine and then make the gear), which again doesn't seem fun.

When my gatherer lost his armor due to a wolf mob being next to the shrine, I had more trouble gathering, as mobs of goblins that I used to wade into without any trouble now killed me. I ended up going back to base and getting another suit of armor (one gotten from a starter town goblin mob - as has been all of my armors to date). It was annoying and not really fun, but it was only a small blip on my enjoyment of PFO.

TLDR: keep weapons and armor drops on starter goblins

Goblin Squad Member

Yesterday while out gathering, I managed to get clobbered by an Ogre group spawn, and I died - no issue with that, I got to close trying to get some resources.

The problem that I had was that when I was raised at the Shrine, I was immediately attack by a large wolf pack (including at least one Alpha), which stunned me. Needless to say, I died again, was raised again, died again, repeated several times - until I managed to flee (guess I resisted the stuns).

I lost some gear due to the repeated dying, including my armor and a battle focus.

I cleared the wolves by killing one and running away, killing one and running away, etc. until I had cleared the Shrine area.

So, all that to say, is there code that ensures that there will be no spawn within detection range of a newly raised PC?
If so, should we be reporting when it isn't happening?
If not, is it in the plans to do so, or what is the reason that it isn't on the list?

Goblin Squad Member

sspitfire1 wrote:
It only takes 61 experience and 1 category point of the appropriate type to acquire Rank 2 of an armor feat and unlock the second minor keyword, so there is not really any reason a newb couldn't wear T1+1 armor and get the full benefit within the first 5 minutes of creating their character (well, ok, that wouldn't be newb, but you get idea).

But the question remains, what will the new player use to pay for the T1+1 armor?

It is a bit of a challenge to get the weapon and armor that you need for your role even with the current armor and weapon drops. If new players can't get those armor drops, then they will be at a disadvantage to those of us who started right when EE started (let's not get into the amount of game mechanic knowledge that some of us have).

Leaving weapon and armor drops on starter goblins will help new players master their initial fighting skills, without experienced players hanging about to farm for recipes and copper coins. I prefer that approach to the one of giving players a "free" set of gear - you tend to appreciate what you earn more than what is given to you.

Goblin Squad Member

I agree with Proxima Sin's approach.

If the starter town goblins only have weapons (including ranged weapons, melee weapons, wands, staves, battle foci)and armor in the drops , I don't think that you will see anymore farming going on, and it will allow new players to equip themselves.

Goblin Squad Member

Savage Grace wrote:
What happens to banked stuff at NPC starter settlements if you decide to remove the starter settlements?

When they deleted a few settlements towards the end of the alpha, everything in those banks was just gone. I know, as I had all my crafting items in the bank at Phoenix Pass - and it was all gone (it was an alpha, and company/settlement mates provided anything I needed - so no real hardship, just a bit annoying not receiving any advance warning).

I believe that the settlements that got moved had their bank contents move as well (not 100% sure on that).

Goblin Squad Member

Illililili wrote:

Also, every time we died during the escalation we lost 2 durability from all our gear pieces. This was reported to Ryan.

Not sure if this is related to the other bug where you dc and lose your character on the minimap if you change hexes when you die, because we changed hexes every time we died, lost the 2 dur, then had to relog. Very annoying.

When you died and were transported to the Shrine one hex over, did you come back with 0 hp? And had to relog?

If so, take your gear off before you quit and relog - this will keep you from losing that second point of durability.

Goblin Squad Member

Bob Settles wrote:
Guurzak wrote:
Bob, that still doesn't explain the behavior Mistwalker is reporting. If Supplies and Pets are both running and we complete Supplies, we would expect Supplies to reset but we would NOT expect Pets to reset at the same time, which is what was described.
Mistwalker's post says that while trying to get the last 10 or so wolves, the supply event reset, which I assumed meant that the supply event was the one previously referred to as being completed. If the wolves reset without killing all the wolves, or the supplies reset without getting all the supplies, then I don't have an explanation for that. Best I can do is keep an eye out for similar reports and see if there's a pattern.

Only 1 reset, the one that was completed, in the 5-10 minute time frame.

I may have misunderstood, but I was under the impression that if we completed both quests, then the escalation would be cleared - did I get that wrong?

If so, how do we clear the escalation?

Goblin Squad Member

Illililili wrote:
2) Any time you are casting a spell while you cross a hex boundary you lose all casting synch. To fix you have to relog. This is doubly annoying because only sometimes do your spells grey out. Most of the time your spells "appear" castable, they still show the graphics, but they don't actually do anything. Hilarious after you run across the world, join an escalation group, and try to heal the tank only to have no hp actually applied.
Mistwalker wrote:

Out of curiosity, did you try reloading the feats into the action bar before relogging?

Illililili wrote:
Nope, will try that this evening.

I would be interested in knowing the results.

Goblin Squad Member

Bob Settles wrote:
Mistwalker wrote:

I have a question about escalations with two quests and their reset timers.

I was working on an escalation with some friends (some met that night) that had two quests:
Retrieve 30 supplies
Kill 30 trained pets (wolves)

Would get one done (and the second partially done at the same time), but it seemed that a short time later, before we could find the next 10 wolves or so, that the supply quest would reset (or vice-versa).

What is the timer set at now, and why is it set at that time value?

Oddly enough, neither of those two events has a timer. My guess would be that you crossed a hex boundary into another hex that was also running the second event, but no progress had been made in that hex yet.

I would say that your guess is incorrect - we were in a monster hex, so it was obvious where the boundaries were (-13, -06 to be precise). We were in the middle of the hex when the quest restarted.

Goblin Squad Member

Bob Settles wrote:
Gol Phyllain wrote:
It was just supper depressing to have the storm caller quest reset at 45/50 kills.
Yeah, once we make the timers visible, it will be a lot easier to tell in advance whether you're on target to finish a quest in time, or whether your time might be better spent elsewhere. I'd also like to see some additional changes that will extend the timers as long as progress is being made at a reasonable rate, but that's probably further down the road.

I have a question about escalations with two quests and their reset timers.

I was working on an escalation with some friends (some met that night) that had two quests:
Retrieve 30 supplies
Kill 30 trained pets (wolves)

Would get one done (and the second partially done at the same time), but it seemed that a short time later, before we could find the next 10 wolves or so, that the supply quest would reset (or vice-versa).

What is the timer set at now, and why is it set at that time value?

Goblin Squad Member

Illililili wrote:
1) When you die, almost every time you have to relog because you no longer display on the minimap, and if you continue to play you will lose connection completely. Note: This may only be happening in escalation hexes where you respawn in a different hex. We died a lot to our escalation today, and relogging every time is VERY annoying.

I will add a bit to this situation.

I am not sure if it linked to the escalation or the monster hexes. In two different monster hexes, the radar map icon disappeared.
Illililili, were in a party when it happened? The times that it happened that I am aware of, everyone was in a party.
At one point, after a few party members had died and come back, my icon disappeared too, and I had not died - it came back later.

Illililili wrote:
2) Any time you are casting a spell while you cross a hex boundary you lose all casting synch. To fix you have to relog. This is doubly annoying because only sometimes do your spells grey out. Most of the time your spells "appear" castable, they still show the graphics, but they don't actually do anything. Hilarious after you run across the world, join an escalation group, and try to heal the tank only to have no hp actually applied.

Out of curiosity, did you try reloading the feats into the action bar before relogging?

Goblin Squad Member

I have the impression that I have looked at every NPC in a starter town and in a PC crafting settlement, but I haven't been able to find these two skills.

Where do I find Carpenter and Engineering skills?

Goblin Squad Member

Stoneroot Glade (at -17, -03) isn't highlighted as a PC settlement
Phoenix Pass (at -08, -04) doesn't exist anymore and should have the NPC highlight removed.

Goblin Squad Member

I have 12:44 EST on my clocks.

Goblin Squad Member

Both my daughter and I have the same problem with the backdated XP on the second character (not being backdated).

Not a huge issue, as it is only about 300 to 350 XP, but will be for others who log in days or weeks later, expecting to have backdated XP.

Goblin Squad Member

I don't think that farming will have a long term impact.

If I see someone doing it and it annoys me enough, I can log on with an alt with no gear, go out and lure in a large mob of other starter goblins (or whatever else is around), run to the bot farmer and stop next to them. My alt dies, so does the bot farmer - I go back to the husk and take what interests me.

It is not nice, and if the player is there, could be considered griefing, but it would likely be effective in discouraging bot farming.

Goblin Squad Member

1 person marked this as a favorite.

I will be working on the mage side of things, including Sage and Artificer.

And will likely be doing a lot of gathering as well.

Goblin Squad Member

Sorry to hear that Cal.
Best wishes for you and your wife.

Goblin Squad Member

Happy holidays

Goblin Squad Member

I am interested in:
The bags of xx
the fragments of xx
the gems
and the essence.

Goblin Squad Member

Nihimon wrote:
Learner's Spellbook is Artificer Rank 3, and you should get the Recipe as soon as you train Rank 3 - you shouldn't need to get a Recipe drop for it.

Thanks

Goblin Squad Member

Nihimon wrote:
Artificer makes the Spellbooks. For an Apprentice's Spellbook, you'll need a Tanner to make the Basic Hide Sheets and Parchment Sheets, and an Apothecary to make the Clerk's Ink.

I ramped up tanner, apothecary and sage to be able to make spellbooks and wands/staves (daughter has the sawyer skill).

But to get the spellbook recipe drops, I wanted to confirm that the skill that needs to be at 3rd level is Artificer, not spellcraft or some other skill.

Goblin Squad Member

Nihimon wrote:
Capitalocracy wrote:
Are the Spellbooks recipe drops or are they common? What level Artificer do you need to make them?
They're all Common, so I think that means you get them when you reach the appropriate Rank (1, 3, 4, 8, 11, 15, 18).

Is it Artificer skill level, or is there another skill that is needed for the spellbook recipe drops (cause knowing my luck, I will ramp up the wrong skill :))

Goblin Squad Member

Thanks for the input - not as bad as I thought, but definitely something that needs to be clearly written somewhere - if only to manage expectations.

Next question is what level of artificer does the learner spellbook become available? Is a recipe needed?

And, does anyone have a learner spellbook that I can acquire?

Goblin Squad Member

Apparently I have been working with the wrong assumptions about what spells can go into a spellbook. My assumption was that the + of the spellbook limited the level of the spell, and that the higher tier spellbooks allowed more spell levels to be stored on the tab.

I diligently learned all of the needed skills, acquired the necessary materials (thanks to advice and help of the community) and made an introductionary spellbook +2, thinking that I would finally be able to put in the fireball spell that I learned so long ago. No such luck - I can't even put in level 2 spells.

So, the questions are:
For each spell level, do you need the same tier level spellbook (i.e tier 3 spellbooks for level 3 spells)?
So are we looking at very high tier goods for casters as compared to fighters?
Why is learning spells relatively inexpensive, but that getting a spellbook to actually put them in so difficult?
Has anyone been able to cast a level 3 spell yet? If so, how did it go (I am curious to see what a fireball or other level 3 spell actually looks like when cast and the effects)?

If the intent is to require a tier spellbook for each spell level, that is something that should be clearly indicated in the guide - it can be a little frustrating to spend the XP to learn the spells and such, but not be able to use them.

Goblin Squad Member

Which is also needed for clerk's ink, which is needed for spellbooks.

I killed hundreds of goblins today, looking for the itchy and sticky stuff. Even then, I was short green stuff until I was given a pile of the stuff.

Goblin Squad Member

I keep seeing coordinates (for shrines and hexes)
How do I find those in the game?

Once I know how to do so, I will start adding information to your resources by hex spreadsheet.

Goblin Squad Member

I am trying to figure out the crafting system, and make myself a spellbook.

To do so, apparently I need some "green".
Besides the goblin "bag of itchy stuff", what gathered resource gives you green? And where can I find those resources on the map?

Near Ozzem's Vigil, I have found some Yellow in:
Potent Weld Leaves
Potent Buckthorn Berries

Goblin Squad Member

Nihimon wrote:
Mistwalker wrote:
... I kept looking at the arcanist shop...
You're not alone. I've done it myself a (significant) number of times :)

Now I don't feel quite as silly.

What do the higher levels of artificer allow you to create?

I seem to recall someone talking about a withering staff?

Goblin Squad Member

Nihimon wrote:
Mistwalker wrote:

Staff: Arcane, Volatile, Expansive, Masterwork, Explosive

Wand: Arcane, Volatile, Direct, Masterwork, Explosive
These are Charged Staff and Charged Wand respectively. Both Recipes are automatically acquired by Artificers at every Tier.

Shakes his head

For some reason, I kept looking at the arcanist shop - probably due to the gems you need for the staves and wands.

Thanks

Goblin Squad Member

I am looking for a few recipes, but will need help with the name of a couple of them:

Staff: Arcane, Volatile, Expansive, Masterwork, Explosive
Wand: Arcane, Volatile, Direct, Masterwork, Explosive

Pine Post +2
Pine Post +3

Mistwalker

Goblin Squad Member

Neadenil Edam wrote:
Mistwalker wrote:
If there are any mages joining tonight, is there any possibility of acquiring a staff +1 or +2, and an upgrade spellbook if that too is available?

You need to be a bit more specific about the staff you want.

Whereas all spells work equally with the generic charged staff that is not the case with higher "plus" staffs.

For example Wilting Surge rank 3 will only get its full power on a +2 diminishing staff and will only work as rank 1 on any other staff (psychic/charged/etc) regardless of the "plus" of the staff.

I am using Electric Brand as my main spell, and Hellflume as my secondary one.

Goblin Squad Member

PM sent - thank you

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