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All posts created by Bob

Bringslite-Dominion Soldier
Perhaps you are underestimating how much more raw mats were added to every hex?
Very possible. Though I had thought that it was mentioned the nodes would start a bit depleted but should be back to full a few hours after the update published.
Going from empty to full probably averages around 36 hours. However, since it's all based on odds, it could take as little as 25 hours if every roll goes right, or as much as forever if every roll goes wrong.

The new formula also still makes things slower when you're heavily depleted, just not as much as it did before. It probably takes about 12-13 hours to go from 0%-25%, then 10 hours to go from 25%-50%, 8 for 50%-75%, and finally 6 to get all the way to 100%. Of course, all that also assumes the hex is being left alone during that time. The more depleted the hex is, the more impact each pull has on regeneration.
FYI, it's kind of buried in the Release Notes, but to hire mules at a Holding, right-click on the mule sign itself (not the post it's hanging on, just the sign). There's no door like there is at Banks and Auction Houses.
Possible bug:

Beneficial feats (and other feat-like things such as consumables or expendables) will ignore Effect Protection.

Energetic Field, Adrenaline Surge, and Protective Ward are all beneficial, but clothing reduces their duration. Seems like that shouldn't happen if I'm understanding the mechanics.

Yeah, we discovered a bug today that made us suspect we'd missed some of the feats. Apparently we just got lucky (unlucky?) on the particular feats we chose to test. We've got a fix ready that we'll roll out as soon as we can reasonably do so, and I'll check it against those specific feats to make sure we caught them.
Bringslite-Dominion Soldier
I don't think that the hexes are regenerating at nearly the speed the you had set them up to. They may not be regenerating at all or very, very slowly…

Point me toward a couple hexes you think are problematic and I'll take a closer look at them in the morning.
Bringslite-Dominion Soldier
While I appreciate the attempt at "quality of life" improvements, it is "all or nothing" with the Take All button at least on bank vaults. I can't separate by category? Like take all armor from the Armor Tab or take all Raw from the crafting tab? I have to take the complete vault contents from EVERY category for that vault?

It is in fact all or nothing for the moment. Part of our thinking here was that this would be used to go visit a place you rarely went and then to just grab everything from it (so we didn't want to miss anything), but it would certainly be useful to be able to restrict this to just those items listed. We'll polish this over time, maybe have two distinct choices (Take All Listed Above, Take All From Vault).
Azoth is now available at the Store. Each box contains 700 Azoth and boxes are available at the following prices:

  • 1 Box of Azoth: $6.95
  • 3 Boxes of Azoth: $19.95
  • 6 Boxes of Azoth: $36.95
  • 12 Boxes of Azoth: $69.95
  • 19 Boxes of Azoth: $99.95
These are the Release Notes for Early Enrollment v13. EE 13 has been running on the Test Server since Tuesday, August 8, and was deployed to Live on Thursday, August 10.

What Is In This Release

This release adds multiple regular activities to the game, including Harvesting (gatherers find resource “gushers” that attract attacking creatures while being harvested), Raids (feuding companies can attack each other’s vulnerable Holdings to steal bulk resources) and Invasions (creatures from nearby escalations, or just from the hex itself, can attack Holdings to steal that day’s bulk resource production). There is also a new quest to help guide new players up to Tier 2 capabilities, as well as new Town Criers to help players find and join a settlement. And to help everyone get the resources they need, raw materials were rebalanced to better match equipment needs, and muleteers were added to all +2 or better Holdings.

A new premium item, Azoth, is available for purchase and can be used to improve the output of refining and crafting projects. Azoth can also be converted into months of game time, and can be offered for sale at Auction Houses.

There are also several other significant changes, including changes to the Auction Houses (a new Active Bids view makes it possible to view only those items with bids on them, and the default sales prices try to match those of a character’s previous offers) and the addition of Take/Transfer All buttons to Vaults and Inventory screens to make transferring multiple items easier. As usual, there are also many other smaller bug fixes and tweaks.

Full Release Notes

  • When attempting to gather, there is a chance (based on gathering skill) that a Harvesting Node for one of that Gathering Node’s resources will be found instead. Placing a Harvesting Kit of the appropriate Tier (or higher) at the Harvesting Node’s location within 1 hour will set up a Harvesting Site that will begin harvesting resources immediately. Each character can only know about 1 Harvesting Node/Site per hex at a time.
  • Harvesting Kits (Expert’s for T1, Professional’s for T2, Master’s for T3) can be crafted by Engineers, and the recipes for those kits drop alongside other recipes as loot for killing creatures.
  • Harvesting Sites produce 1-5 resources (based on the gathering skill of the character who found the Harvesting Node) every 3-15 seconds (based on the tier and upgrade of the Harvesting Kit, as well as the tier of the resource being harvested) for 200 cycles. These resources are placed in a husk that belongs to the character who placed the Harvesting Kit.
  • While the Harvesting Site is operational, increasingly tough waves of attackers from the current Escalation Phase, or from any scheduled Invaders, or from the hex’s default creatures, will attack the site roughly 90 seconds after any previous wave is killed off. They will do damage to the site when nearby and outnumbering defenders, and the site won’t produce resources until the entire wave is killed off. If the site takes too much damage (determined by the tier and upgrade of the Harvesting Kit), it will be destroyed and the harvesting husk will disappear.
  • When harvesting is complete, the Harvesting Site will disappear and the husk will remain available for 4 hours, or until it is empty.
  • In hexes with Medium Security or higher, any character not in a party with the Harvesting Site’s owner will take a reputation hit for taking items from the Harvesting Husk and will be flagged as an attacker, allowing the owners to punish thieves.
  • If the attackers are from an Escalation currently infecting the hex, their deaths will count toward the Escalation strength like any other creature deaths.

  • Companies can raid the vulnerable Holdings of other companies to steal that day’s bulk resource production plus 5% of any bulk resources in the Holding Upkeep vault. Holdings are vulnerable to Raids any day that their Outposts are vulnerable to being captured.
  • Raids only require an active feud, not a 48-hour-old feud like Capturing requires.
  • The husk resulting from a successful Raid has no owner, so every character will have to take items out of the husk slowly, just like they were pulling items from a husk someone else left after dying.

  • Creatures from neighboring escalations, or from the hex itself, can invade Holdings to destroy that day’s bulk resource production.
  • Hexes are vulnerable to Invasions on any day within a company’s PvP window. If an Invasion is scheduled, then any protection that hex is getting from allied neighbors is overridden for the day. However, the Invasion will only occur if the hex has Outposts that are vulnerable during the PvP window. If there are no vulnerable Outposts, then the scheduled Invasion will simply result in the Holding being vulnerable to capture that day.

  • A New Player Quest is available in the starter area that will guide players through Tier 2 while sending them on a tour around the world. Characters that complete the New Player Quest are given an Aeon Stone as a reward.
  • NPC’s who offer quests that a character isn’t qualified for will state why they won’t offer the quest when interacted with.
  • Fixed some tutorial quest steps that didn’t know which NPC to provide a waypoint for.
  • Quests won’t point to center of hex when already in a suggested hex and there’s no specific waypoint to display.
  • The pre-requisite for the Escalation Tutorial was changed to Base Attack Bonus 1.

Town Criers:
  • Settlement leaders can set up Town Criers from the toolbox in front of their settlement’s keep. The Town Criers will appear in Thornkeep near the Auction House and beckon passersby to learn more about the settlement. When interacted with, they’ll extol the settlement’s virtues and offer an opportunity to join one of the settlement’s companies.
  • Town Criers won’t appear unless their settlement is running at level 14 or higher.

  • Rebalanced raw materials for gathering and harvesting to better match the demand for each resource. For resources in a hex that are now set to much higher numbers, their quality will temporarily be low until they regenerate closer to their new maximums per hex.
  • Resources regenerate much faster, ramping from a 50%-100% chance to regenerate by 1% every 15 minutes, instead of the previous 3%-100% (based on current percentage of that resource remaining in the hex).
  • Added T3 resources to 3,1.
  • Added T3 resources to -16,17 and -13,14.
  • Changed the Bonedancer Homeland to use the node percentages for Mountain hexes.

  • Thornkeep hexes have been set to a new security level called Absolute (not available for players to set). No PvP, not even for feuds, is allowed in those hexes unless the target has been temporarily flagged as an acceptable target, such as for attacking another character in a lower-security hex, or for stealing from a Harvesting Husk.
  • Rotter’s Hole is set to Low Security.
  • Coins don't get auto-deposited when opening a vault with Withdraw Only privileges.

  • Holdings upgraded to +2 or higher have a muleteer sign that can be right-clicked on to hire a mule. Unlike the Bank or Auction House, there's no mule door to interact with. Just right-click on the sign itself (not the post it's hanging on, just on the sign).
  • Bulk resources can’t be removed from Holding Upkeep vaults during active PvP windows.
  • Standardized the toolboxes at all buildings to make them more consistently clickable.
  • Fixed the occasional issue where the provided building site would switch to another nearby one as you got closer to the originally provided site.
  • Fixed the collision model for sawhorses used at various buildings.
  • Removed duplicate model from the shutdown version of the Loom.
  • Fixed shutdown signs on various structures.

  • Split the starter hexes around Thornkeep into two separate difficulties, with the ones closest to Thornkeep having the easier creatures (same as before) and the next layer out having slightly tougher versions of the same creatures. For example, the necromancers nearest to Thornkeep are still the same as before, but the ones another hex out are slightly tougher and include some new Necromancer Adepts.
  • Changed 3,1 to a standard Monster Hex instead of a Tutorial Monster Hex. The shrine there is now a standard shrine instead of a reputation shrine.
  • Changed the Hex Type for -1,1 from Badlands to Wild.
  • Changed -19,8 to Highlands, which was how all its resources were already calculated.
  • Changed 2,-5 to Woodlands, which was how all its resources were already calculated.
  • Changed 4,17 to Woodlands for Bulk Resource calculations, which will have altered its production and likely that of its neighbors.
  • Changed -13,0 and -18,8 to Highlands for Bulk Resource calculations. They’re Badlands hexes, but this change may have slightly altered bulk resource production for their neighbors.
  • Switched the default goblins in the Tutorial Escalation hex to more closely match the goblins from the Escalation.

  • A new Active Bids view is available from a new pulldown menu to list only those items that have active bids on them.
  • Default prices for offers are now based on the following (in priority order): active offers/bids, most recent sell/bid in transaction history, market history, and finally the existing default values. Some transaction history used for this will only start being recorded with EE 13, so some transactions placed in previous builds may not get included in these calculations.
  • Fixed an issue where player settlement Auction Houses might not hire out mules.

  • Boxes of Azoth can be purchased at the Store in quantities of 1, 3, 6 or 12 boxes. They are added to a specific character on login using the same method used for applying other premium items. Each box contains 700 Azoth, and is opened by right-clicking on the box in Inventory.
  • Azoth can be used to raise the output of a crafting project to the next plus. It can’t be applied unless the project is already at least 10% of the way to the next plus, and the amount of Azoth required depends on the value/quantity of the crafting output and the percentage remaining to reach the next plus. The option to add Azoth is displayed once the crafting project has all its ingredients added, and is reset if the ingredients change.
  • Azoth can be used to raise the likely hood of getting additional plusses on a refining project, increasing the odds of getting one additional plus by 10 percentage points and of getting 2 additional plusses by 1 percentage point. The option to add Azoth is displayed once the refining project has all its ingredients added.
  • Azoth can be exchanged for game time at a rate of 1650 Azoth for 1 month of game time by right-clicking on the Azoth in a character’s inventory.
  • When crafting with Azoth, achievements are only granted for the plus that would have been received without using Azoth.
  • Azoth has its own subcategory under Premium for vault and auction listings.

  • Aeon Stones are now twice as likely to drop as Event loot than before.
  • Ink recipes now produce 3 batches instead of 2.
  • Added Truesilver and Stealthy keywords to Shimmering Truesilver Shirt.

  • Beneficial feats (and other feat-like things such as consumables or expendables) will ignore Effect Protection.
  • Quickened and Hasted were switched from the Extraordinary channel to the Supernatural channel.
  • Holdout Weapon Implement Proficiency 3 now requires rank 16 in an appropriate Feat.
  • Holdout Weapon Implement Proficiency 2 and 3 accept Seneschal as an appropriate Feat.
  • Training Levels for Combat Expertise, Feint and Evasion were evened out, and rank 6 is now available for them.
  • All standard attack bonuses now progress 1 rank for every 2 trainer levels.
  • Protective Ward 6 keyword changed from Extraplanar to Intelligent.
  • Archer 12-14 grant Stealthy instead of Quiet.

  • Added Necromancer Adepts.
  • Added Mercenary Champions.
  • Added Lamashtu Initiates.

  • All Razmiran Militants now count as Elite Cultists (some males previously counted only as Cultists).
  • Added achievement for Elite Necromancer kills.
  • Kill Events in Crystal Ogres escalation grant Targ Tribe achievements.
  • Ripping Chains Warchief grants Win Boss achievement.
  • All Tutorial Escalation Events give out only the one-time tutorial participation achievement.

  • Added Take All and Transfer All options to Vault and Inventory windows, which work similarly to Deposit All.
  • Characters can set their alignment on the Character Sheet, in preparation for later features to be linked to alignment.
  • Tooltips for training Feats now show the Ability Bonus the Feat provides.
  • Only show the PvP icon next to the mini-map when in a hex that can be owned.
  • PvP information for protected hexes is clearer.
  • Added a /LogMessage command that logs out a player-supplied text string with the same header info as /LogVaults.
  • Added timestamp and character name to the /LogVaults headers.
  • Added Help Text for Blacklist UI.
  • Corrected display names for Moloch Knights found in the wild to match those found in the escalation.
  • Crafting recipes that can’t be upgraded to a higher plus (such as Aeon Stones) won’t show the “how close to the next plus” slider.
  • Dark Elf Scouts in Gathering of Legends no longer say whether or not they’re archers.
  • Fixed a typo in Boss Crusader achievement.

  • Any creature heading to its default location (e.g. leashing) will become vulnerable to damage if it goes more than 50 seconds without getting closer. They are also more willing to decide that they’re close enough to their default location, and therefore to go back to being vulnerable and looking for enemies to attack.
  • AI’s setting up their initial hate lists don’t grab nearby NPC’s.
  • Guards at freshly completed buildings no longer briefly remember their previous owner’s feuds and mistake their new owners as enemies.

Update 1: Made it clearer that Holdings don't have a door for hiring mules. Instead, you just right-click on the mule sign itself.
When will the Goblinworks store be updated for Azoth purchase?

Around the time EE 13 becomes available.
Stilachio Thrax
Question about Azoth and game time: Can it be applied to the third character on a Destiny's Twin account to give that character training time?

We've been talking about other possible uses for Azoth, and that's one of the things we've discussed, but we don't have any specific plans yet.
Most things that let players affect/damage themselves or others, whether attacks, expendables, tokens/consumables, or whatever, tend to operate by using a "feat" in the background. That means that any of those things using a feat that's labeled as Beneficial will bypass effect protection, even though it's not exactly what might be commonly thought of as a feat. We just think of them all as feats here, and that internal jargon slipped through. I'll try to make that clearer on the final release notes.

I'm not sure about the feats that have a sort of dual beneficial/damaging nature, like Chase. I'll have to look that one up on the spreadsheets tomorrow and see how it's set up, and then I'll probably have to try it out to be sure of what exactly happens. If there turn out to be a few problematic ones, we'll revisit them and figure out appropriate solutions.