Leveling Achievements


Pathfinder Online

Goblinworks Game Designer

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Since this was the number one question on general chat yesterday, and we currently aren't displaying it in the UI, here are the things you need to buy for the various roles that are currently available.

Keep in mind that the feats you start with are placed directly on the characters so you don't start naked with no attacks whatsoever, but they don't come with the supporting proficiencies. Even though it looks like you must have a proficiency because you're obviously using that weapon or wearing that armor, as far as the trainers and achievements are concerned you still need to buy it. So even if it looks like you're already a level 1 in your role, you still need to get a few things to get that achievement.

A lot of the requirements are general feats, and are consequently available at the Dreadnaught, Skirmisher, War Wizard, Occultist, or Seminary. Only the role-specific feats are on the role trainers. So don't just go to your role trainer and expect a one-stop shop; check out the general feat trainers for your bread-and-butter feats.

Right now, the achievements only key off of one specific feature and armor feat (e.g., you have to buy Unbreakable to level up Fighter, not either of the other two armor feats). In a later build, you'll level up with any of the appropriate feats at that level.

Power doesn't quite work yet to actually increase your Power, but you still need to buy it for achievements.

Some of the listed feats may require ability scores and world achievements of their own. So you may sometimes not be able to reach the next level until you do some things in the world or buy other things to raise an ability score to qualify for the feats first.

With all that in mind:

Fighter
1. Fortitude defense 1, Heavy Melee 1, HP 1, Power 1, Trophy Charm proficiency, Heavy Blade Proficiency, Heavy Blade Specialization 1, Unbreakable 1
2. Base Attack 1, HP 2, Power 2, Unbreakable 2
3. Fortitude defense 2, Heavy Melee 2, HP 3, Power 3, Unbreakable 3, Heavy Blade Specialization 2
4. Base Attack 2, HP 4, Power 4, Unbreakable 4
5. Fortitude defense 3, Heavy Melee 3, HP 5, Power 5, Heavy Blade Specialization 3
6. Base Attack 3, HP 6, Power 6, Unbreakable 5

Rogue
1. Reflex defense 1, Light Melee 1, HP 1, Cut-Throat 1, Power 1, Swashbuckler 1, Light Blade proficiency, Rogue Kit proficiency
2. Base Attack 1, HP 2, Power 2, Swashbuckler 2, Stealth 2, Perception 1
3. Reflex defense 2, Light Melee 2, HP 3, Power 3, Swashbuckler 3, Stealth 3, Cut-Throat 2
4. Power 4, Swashbuckler 4, Stealth 4, Perception 2
5. Reflex defense 3, Light Melee 3, Base Attack 2, HP 4, Power 5, Stealth 5, Cut-Throat 3
6. HP 5, Power 6, Swashbuckler 5, Stealth 6, Perception 3

Wizard
1. Willpower defense 1, Arcane attack 1, Evoker 1, Power 2, Mage 1, Spellbook proficiency
2. HP 1, Power 4, Mage 2
3. Willpower defense 2, Arcane attack 2, Evoker 2, Power 6, Mage 3
4. Base Attack 1, HP 2, Power 8, Mage 4
5. Willpower defense 3, Arcane attack 3, Evoker 3, Power 10
6. HP 3, Power 12, Mage 5

Cleric
1. Willpower defense 1, Divine attack 1, HP 1, Glory 1, Power 2, Crusader 1, Focus proficiency, Holy Symbol proficiency
2. Fortitude defense 1, Base Attack 1, HP 2, Power 4, Crusader 2
3. Willpower defense 2, Divine attack 2, HP 3, Glory 2, Power 6, Crusader 3
4. Fortitude defense 2, Power 8, Crusader 4
5. Willpower defense 3, Base Attack 2, Divine attack 3, HP 4, Glory 3, Power 10
6. Fortitude defense 3, HP 5, Power 12, Crusader 5

Goblin Squad Member

This is SO useful! Thanks so much for this, Stephen!

Scarab Sages Goblinworks Executive Founder

Thanks for this Stephen!

Goblin Squad Member

Stephen Cheney wrote:

Wizard

1. Willpower defense 1, Arcane attack 1, Evoker 1, Power 2, Mage 1, Spellbook proficiency
2. HP 1, Power 4, Mage 2
3. Willpower defense 2, Arcane attack 2, Evoker 2, Power 6, Mage 3
4. Base Attack 1, HP 2, Power 8, Mage 4
5. Willpower defense 3, Arcane attack 3, Evoker 3, Power 10
6. HP 3, Power 12, Mage 5

Thank you so much! Honestly, I felt a little lost about what to train last night; trying to figure this out was going to be my initial focus tonight :)

Goblin Squad Member

Pray, what does Occultist train?

Goblin Squad Member

Non-damage cantrips for wizards

Goblin Squad Member

Mbando wrote:
Pray, what does Occultist train?

I believe there's some overlap for Wizards and Clerics both at the Occultist and Seminary, but I may be getting that slightly confused.

I thought there might be some pics in Post all of your Alpha Pictures here!, but I didn't see the Occultist.

I'll try to make sure we get a complete list of Feats from all the trainers Stephen mentions above, and might even be able to transcribe them over the weekend. Last night, none of the Feats at the trainers had informative tooltips.

Goblin Squad Member

From the streams it looks like non-direct damage cantrips(and spells?)

Goblinworks Game Designer

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War Wizard is supposed to support all the cantrips that take the Volatile/Explosive upgrade keywords, which are largely big boom spells and other attacks primarily for damage. I think it also is meant to include Energizing/Invigorating cantrips (which are buffs, and I don't think we have any working yet).

Occultist is supposed to support all the cantrips that take the Mental/Telepathic, Vexing/Tormenting, or Binding/Irrevocable upgrade keywords. So they're primarily crowd control and debuff effects that may do minimal or zero damage.

There may be some of the Volatile/Explosive cantrips on the Occultist right now, because we have a lot more of them working so the more crowd controlly of them (like Downburst) got put on the Occultist to get closer to parity.

Goblin Squad Member

Stephen Cheney wrote:
Power doesn't quite work yet to actually increase your Power, but you still need to buy it for achievements.

This explains a bit - I had noticed that training power 1 & 2 didn't seem to do much of anything.

Thank you for these lists! As Nihimon said, it will definitely point us in the right direction as to what we should be focusing our training on.

Goblinworks Executive Founder

Stephen Cheney wrote:

War Wizard is supposed to support all the cantrips that take the Volatile/Explosive upgrade keywords, which are largely big boom spells and other attacks primarily for damage. I think it also is meant to include Energizing/Invigorating cantrips (which are buffs, and I don't think we have any working yet).

Occultist is supposed to support all the cantrips that take the Mental/Telepathic, Vexing/Tormenting, or Binding/Irrevocable upgrade keywords. So they're primarily crowd control and debuff effects that may do minimal or zero damage.

There may be some of the Volatile/Explosive cantrips on the Occultist right now, because we have a lot more of them working so the more crowd controlly of them (like Downburst) got put on the Occultist to get closer to parity.

Spell training by spell school? I approve.

Goblinworks Executive Founder

Finding this really helped in getting some of the Cleric leveling achievements (unlocking some more feats).

Perhaps sticky this until the in-game interface shows these things more clearly?

Goblin Squad Member

What specifically do the Cleric Domains do? We begin with a Luck Domain, but does Weather domain increase the efficacy of Lightning or what?

Goblin Squad Member

Stephen, do you think there is any chance that roles will be able to substitute certain feats for others in order to gain levels? Let me explain.

Rogue 1:
Reflex defense 1, Light Melee 1, HP 1, Cut-Throat 1, Power 1, Swashbuckler 1, Light Blade proficiency, Rogue Kit proficiency

I would like to have the option to swap out Light Melee Attack Bonus 1 for Ranged Attack Bonus 1, and correspondingly Light Blade Proficiency for Ranged Weapon Proficiency instead.

Only because I had plans for a sniper/scout style of character. I'm thinking it is possible that others might have their own ideas for creating their own roles, too. The only reason I ask is because I would like to spend XP on something useful to my character whilst simultaneously advancing my character along a Role.

It's not a huge deal if such substitutions are not possible - I will still need light blades once my opponents move into melee range. I would just like to have the majority of my damage dealt whilst still at range. ;)

Goblin Squad Member

Pretty sure they told us that the role upgrade paths will get a lot more flexible and complex as time goes on. Right now, every fighter has to train heavy armor, but there's going to be a skirmish path for them to follow too.

Goblin Squad Member

Guurzak wrote:
Pretty sure they told us that the role upgrade paths will get a lot more flexible and complex as time goes on. Right now, every fighter has to train heavy armor, but there's going to be a skirmish path for them to follow too.

I see. This might also be what Stephen was referring to in the OP:

Quote:
... In a later build, you'll level up with any of the appropriate feats at that level. ...

I just wanted to be sure that these sorts of substitutions were indeed planned. ;)

Goblinworks Game Designer

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Yes, once we get the OR functionality for achievement requirements, a lot of role elements will let you choose between multiple appropriate choices.

Goblin Squad Member

Stephen Cheney wrote:
Yes, once we get the OR functionality for achievement requirements, a lot of role elements will let you choose between multiple appropriate choices.

Sounds amazing. Thank you for confirming! :)

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