Arcane Achievements from Nodes and Sage


Pathfinder Online

Goblin Squad Member

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Running a refiner character, I'm not sure how this will affect people's builds, but I was somewhat inspired by the thread Divine Achievements from Escalations

There are fewer sources of Arcane achievements than for other roles. Something that seems curious to me is the gathering of essences of shimmering nodes. If a character isn't a magic user or at least have some magical ability, how is he or she gathering magical energy? I'd offer the following changes:

1. Gathering essences from shimmering nodes should be a magical skill. The achievements should be Arcane Achievements rather than Adventure Achievements.

2. Turning essences into crystals should likewise be a magical skill, as it heavily involves handling that raw magic. The sage achievements should therefore be Arcane Achievements rather than Crafting Achievements.

Using the refined crystals can remain crafting, as it doesn't deal with raw magic. (This also gets around the problems that Artificiers and Iconographers deal with a lot of things besides crystals).

Goblin Squad Member

This seems reasonable, although if this were implemented I would expect to see all of the other gathering and refining skills fall under new umbrellas.

Goblin Squad Member

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This please. I absolutely want other means of gaining Arcane Achievements than blowing stuff up with my wand. The same goes for Subterfuge--it would be great if gathering from a node while in stealth and within X range of hostiles could count, for instance. Something that's actually stealthy, rather than just shooting stuff with a shortbow. This relates somewhat to my previous support for reducing the grind (or perhaps perceived grind) right now by giving players meaningful choices that can accomplish the overall goal. Evokers want to blast stuff, certainly, but Diviners not so much.

Goblin Squad Member

KotC - Erian El'ranelen wrote:
The same goes for Subterfuge--it would be great if gathering from a node while in stealth and within X range of hostiles could count, for instance.

I like that. As a subterfuge task, being in a situation such that you would be attacked if you weren't using the stealth skill seems a good fit. Would you expect the subterfuge gain for stealth-gathering to always trump the adventure gain for gathering?

Goblin Squad Member

Yes, I wouldn't think they'd give double perks. It should be an "if...or" situation, so if you are gathering while in stealth and in actual danger (not just running around always in stealth), then you get a point, or if you are gathering and these conditions don't apply then it's Adventure. This Achivement might need greater numbers, as it is arguably easier to stealth-gather than to kill some foes.

Goblin Squad Member

Thanks for this thread Urman, was thinkung the same last night as i´m currently trying to level up arcane weapon 7 :-/ only sevenhundretandsome more kills to go.

I hope the devs are already at it though, wizards are really on the bottom atm regarding ways to gain arcane points.

Goblin Squad Member

Yeah I agree.

Goblin Squad Member

<Kabal>Keign wrote:
This seems reasonable, although if this were implemented I would expect to see all of the other gathering and refining skills fall under new umbrellas.

As a gatherer/crafter who is not interested in magic i do not like this idea.

As quoted i would assume every gather skill would be sorted to martial, subterfuge, etc., making all adventure achievements pointless since you need them -atm- only for gathering skills.

Edit) Trying to be constructive: yes, leveling as mage is more difficult then fighter or rogue. Cleric is worse imo. I would suggest making a new achievement category called "weapon" with ALL weapons in it. Tie all weapon based feats to it, e.g. axe spec. Class role achievements are tied only to escalation cycles. So every class is on equal terms, and you have to team up if you want to level your class in a reasonable time. Just my 2 coppers...

Goblin Squad Member

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Hogar, Freevale wrote:
<Kabal>Keign wrote:
This seems reasonable, although if this were implemented I would expect to see all of the other gathering and refining skills fall under new umbrellas.
As a gatherer/crafter who is not interested in magic i do not like this idea.

I think gatherer/crafter would still be feasible with just the 3 remaining gathering skills: scavenger, forester and miner. There's 55 Adventure points possible in each branch, for 165 total points. 121 points are required for max skill, so it would be possible to have a gatherer character which completed avoided combat if those 3 skills weren't broken up further.

Those three skills also don't thematically tie to one specific class, not as well as essence gathering ties to Arcane. Is forestry Martial or Divine or Subterfuge? Not really, I don't think.

Goblin Squad Member

I support the idea that more activities should contribute to appropriate achievements. It looks to me like the suggestions here and in the 'divine' proposal are sensible suggestions unless they will cause some bigger problem we haven't yet foreseen.

Goblin Squad Member

Hogar, Freevale wrote:


Edit) Trying to be constructive: yes, leveling as mage is more difficult then fighter or rogue. Cleric is worse imo...

It was as bad before but got better:

Bob Settles wrote:
Gedichtewicht of Brighthaven wrote:

From the latest release notes:

The Skeleton, Cultist and Elite Cultist Slayer Achievements now in the Divine category instead of the Adventure category.

Yup, snuck that into the build yesterday, in part because of this thread. Crowdforging FTW!

Mage has the least options atm.

Goblin Squad Member

Hogar, Freevale wrote:
<Kabal>Keign wrote:
This seems reasonable, although if this were implemented I would expect to see all of the other gathering and refining skills fall under new umbrellas.

As a gatherer/crafter who is not interested in magic i do not like this idea.

As quoted i would assume every gather skill would be sorted to martial, subterfuge, etc., making all adventure achievements pointless since you need them -atm- only for gathering skills.

I intend to play purely as a Crafter and Gatherer - but it is important to me (and based on what I have seen so far, the Devs) that things are consistent throughout the game. If the skills required for Crafting arcane equipment were effectively wrapped into the Wizard/Sorcerer role, then I would expect the others to be wrapped into roles - simply for consistency.

Would this make my life harder? Absolutely. But then again I doubt they will do it for these very same reasons. The simple cascading effect of changes that would need to happen seems a bit daunting.

But then again, the original idea in the thread does seem reasonable on the face of it.

Goblin Squad Member

i agree with the OP

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