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All posts created by Bob

Bob
Correct, treasure boxes work much like recipes or expendables. You have to put them in Inventory first, then right-click on them.
Bob
NightmareSr
What's "an adjoining ore" bonus?

I'm not sure it's so much a bonus as that Meteoric Iron Ore is found in the highest quantities in Brokenlands Monster Hexes and has bled over in smaller quantities to adjoining Badlands hexes. It generally isn't found elsewhere, though it looks like there might be at least one minor exception. It doesn't look like those hexes already have the same total mat value as other hexes in other mats, with Meteoric Iron Ore then added on top. But it is a bonus in the sense that it's a thing of value that generally can't be found elsewhere.
Bob
Edam
On an unrelated note.

Since the new patch we seem to have lost the "quantity" notification in the craft window. Previously you got a notification like "Steel Ingots +2 (5)" on your queued items. Now the (5) is missing. The correct quantities are still output when the job finishes but the notification is missing.

Is this working as expected or a bug ?

I actually don't remember the quantity information being visible, but we did make some changes to that UI to show the enchanted names correctly and could very well have unintentionally removed it. I'll file a bug to look into it.
Bob
NightmareSr
Am I just overlooking it or does the public wiki spreadsheet not have the raw/salvage mat names to the ingredient list?
If it is not on that spreadsheet then how did it get into goblinary in the past?
One last thing, Bob, when you get the new recipes and etc. into that spreadsheet will this be something that could be added? It can get confusing when I try to correlate the raw/salvage mats to the ingredient they supply especially for the apothecary recipes since the raw mat and the chemical it fulfills.
Mainly I noticed that the new enchanting recipes that I am most interested in, have apothecary refined components.

I vaguely recall that they were posted somewhere else way back when, but can't remember where. I assume that list was used when setting up the goblinary, and it just hasn't been added to since then. I'll look into adding both the old and the new ones to the public spreadsheets.
Bob
Hmm, I seem to see "Your 4 keyword power grants 140% effect magnitude…" on the utility/keyword combination I tried out. Would need to know more specifics to look into that problem, may only happen with particular combinations.

As for potions and grenades, none of those actually have keywords. They just share a lot of their tooltip UI with items that do have keywords, making it look like they could theoretically have matched keywords even though they never do. Eventually we'll get those all customized.
Bob
Bob
I don't have the spreadsheet in front of me, but I think the crater hexes only have miner and dowser, while mountain hexes have miner and dowser with a very small amount of forester.

Okay, so I got myself a little turned around on these because we use some similar terminology for a few things. Being a Badlands hex doesn't determine which node types are available in that hex. Badlands is a Hex Type, which defines things like how many total nodes and encounters are there, what the default security level is, and whether or not players can claim that hex by placing holdings there.

What defines the types of nodes is the Terrain Type for that hex. One of the terrain types is called Brokenlands, and that terrain has no forester nodes. However, all of the Badlands hexes use other terrain types, so they'll actually have at least some forester nodes. Some will have miner nodes, and some will have scavenger nodes instead. Some use the Highlands or Mountains terrains, and those will have a relatively small number of forester nodes. The Brokenlands terrain is actually only used on some of the monster hexes.
Bob
Schedim
Ah, I expressed myself badly, it was not so much critizism of the system as a question if there was a Oblivious dealer out there dangerous enough to warrant putting the effort in making the magical artifact. I haven't seen any, but I have a very limited combat experience. The attack I have that deals Oblivious never seems to have any visible impact on the poor critters exposed to it (but i haven't used it very much either). There are several attacks that (at least used to) arn't fully implemented versus mobs 8or PvP?)

At a quick glance, there are a fair number of NPC attacks that apply Oblivious to varying degrees, and they look like attacks used by low-, mid-, and high-level NPCs. There's also at least one NPC attack that uses Oblivious as a conditional, so the sooner you can get rid of it, the sooner they'll stop taking advantage of it. I'd say it's not one of the biggest debuffs to worry about, but it is out there.

As for how effective it is, the main combat effect it would have is an attack penalty, so Oblivious characters/NPCs should be doing less damage to you. That can be pretty hard to spot, admittedly, but should still be helping you out. Likewise, it's hard to tell how much less damage you're doing while you're Oblivious, but you're definitely better off getting rid of that attack penalty faster.

I'm pretty sure Oblivious isn't one of the attack effects that doesn't yet have any effect on NPCs, though the perception penalty aspect may not affect them yet.
Bob
Correct, badlands hexes aren't actually monster hexes, in that escalations never start there. This is also one of those cases where the terminology got a bit confusing around the time we broke the monster hexes into the two main types: Monster (Lion, where random escalations start) and Home (Castle, where one specific escalation repeatedly starts, because it's that escalation's home hex). Often when we say something about monster hexes, we mean either of those, in much the same way that we'll say something about crafting in general and mean both crafting and refining (and now enchanting). Someday we'll have to look into cleaning all that terminology up a bit.
Bob
NightmareSr
So is it just specific monster hexes that have the new gather-able mats or do all monster hexes have at least one?
- I can only gather T1 mats so just curious if all monster hexes have something for me to find or if some have only higher tiers or possibly no enchanting raw mats.

Every monster hex got at least 1 new gatherable mat, and I'm pretty sure they all got at least 1 from each tier, with the exception that the 2 "tutorial" monster hexes (one near Thornkeep that always runs Bloodbriar goblins, one near Fort Inevitable that always runs very low-level escalations like Goblin Raid) didn't get any new T3's. Keep in mind you do need to be at least rank 3 in the appropriate gathering skill to get the new T1 mats, not just rank 0 like for normal T1 mats. For every tier, you need to be 3 ranks higher than normal for the new mats.
Bob
NightmareSr
I have checked 5 of the 9 Badlands (Crater or Meteor) hexes, as I try to find enchanting raw mats. But something dawned on me…
The same hexes use to have a few forester nodes or scavenger nodes mixed in the abundant miner and dowser nodes, but I have only been able to find Miner nodes and Dowser nodes in those hexes now.
Am I just not finding the 3rd node type in those hexes or was this a new change/bug, @Bob ?

There weren't any changes to the node types. I don't have the spreadsheet in front of me, but I think the crater hexes only have miner and dowser, while mountain hexes have miner and dowser with a very small amount of forester.

What I can say for sure is that hexes have either miner or scavenger nodes, never both. There are however some items that can be found at either miner or scavenger nodes, which does lead to some confusion. It's also possible that sometimes a node from a neighboring hex will be right on the border and will wind up being treated like it's in your current hex, which can be even more confusing. Still lots of polish to be done on that system.