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All posts created by Bob

Duffy Swiftshadow

Will the existing escalations at the time of the patch get all the changes or do preexisting ones need to get knocked out before they get the changes?

Existing escalations will get the changes.
If anyone's available to join in, I'll be on Zog today from 4-6 PM Pacific today tackling escalations, with one of my characters set up pretty closely to my main fighter on Live. Until that time, I'll be on with a GM character and available to help grant anyone experience/achievements/whatever to prepare for battle.
If anyone needs access to the test server, drop me a line at and I'll get you set up. Do the same if you need experience/achievements/stuff for a character on the test server so we can arrange a good time to meet up.

For those looking for specific things to try out, my first suggestion would be to look through the list of changes for 11.2 and see which changes you'd most like to use (or which have the greatest potential to affect you, like the crafting UI changes could affect crafters or the auction house changes could affect traders) once 11.2 deploys to Live. Give them a try on Zog and post about whether you like the changes, things that could be better about them, and most importantly anything "not quite right" about them that we should look at fixing before deploying 11.2.

Beyond that, the changes likely to benefit from the most eyes are probably those related to escalations and the auction house. In addition, though there weren't many specific changes to the new player experience (biggest were probably making Thornguards stop attacking after someone attacking them dies, and the addition of freeholder/expert trainers to Thornkeep), it's still always handy to have folks try creating new characters and see if any of the changes introduce new problems for new players.

Whatever aspects you decide to try out, post any feedback here, or file a support ticket in-game (particlarly if location info is relevant, since support tickets automatically include detailed information on that), or drop a note to Whether the feedback is positive, or negative, or just raises questions, it all gives us a better idea of whether or not 11.2 is ready to roll.

The following escalations are currently running in various monster hexes on Zog:

Gathering of Legends: 4 hexes east of Goblinville
The Revenge of Nhur Athemon: 4 hexes northwest of Goblinville
Elemental Rift: 2 hexes northwest of Wolfdale
Them Ogres Ain't Right: 2 hexes south of TesterTown
Ustalav Invaders: 2 hexes north of Skellintown
Duergar Slavers: 3 hexes northeast of Thornkeep
I'll be on Zog from 2:30-4:30 PM Pacific today to help everyone get achievements, experience, gear, company membership, and anything else needed to take a closer look at the build. I'll also make sure the new/changed escalations are running in nearby monster hexes.
On the subject of Berserkers something is odd about the way they spawn. We have noticed they will not spawn until you clear a large enough group at which point they instantly spawn - but somewhere else on the map, not in the spot you just cleared.

Technically, it's not that you need to clear a specific spot for the encounter to appear, you just need to reduce the number of existing encounters of that size down below the maximum number of encounters for that size. For example, there may be 6-9 places where 30m encounters can spawn, but the hex is probably only allowing 3-4 encounters of that size to be placed at one time. So, if 3-4 30m encounters have already been placed, then clearing one allows the hex to place another one somewhere, and it will generally try to do so away from any players. It will also prioritize event encounters.

One other minor trick is that you probably need to walk away from the cleared encounter to make it completely disappear. If you keep one character standing there while everyone else explores to find the new encounter, the old one may still technically exist and you'll be on a wild goose chase.
It looks like this was a variant of the standard issue that sometimes happens with things like evade. The main difference here was that the character didn't get knocked so far off the map that the server could easily tell the character needed to get reset. As it turns out, the character probably would have recovered once it fell far enough and realized there was no ground beneath it, but it started out so high up that it would have been a long wait before that happened.
EE 11.2 was deployed to Zog a little while ago and is looking good so far. If you need Test Server Access, send an email to and I'll get you set up. I'll be on pretty regularly and can set folks up with experience, achievements and company membership (which gives access to bank vaults full of money and equipment). I'll also be setting up some specific times over the next several days to smack down escalations as a group and to help get characters leveled up.

Here are the preliminary release notes:

These are the Preliminary Release Notes for Early Enrollment v11.2. We deployed a Final Candidate to the Test Servers on Wednesday, May 11 and will deploy to Live as soon as we're satisfied that the build is ready to go.

What Will Be In This Release

This release includes one new escalation (Gathering of Legends) and one upgraded escalation variant (The Revenge of Nhur Athemon), both featuring a mix of hero-/legend-level enemies dropping lots of T3 goodies. Some of these higher-level enemies have also been added to new events that run in several of the higher-end escalations. Several improvements have been made to the Auction House (your last week of sales/purchases can be viewed in the History tab, purchase prices are set to those of the specific offer you requested to purchase, and a few UI issues were fixed), and many other highly-requested improvements have been made (the click-through problem when clicking on UI elements was fixed, stacks can now be split when transferring between various windows, Auspicious Critical will only return power on critical hits, and Thornguards stop attacking after their target is killed). Many other smaller fixes were made as well.

Full Release Notes

  • Added Gathering of Legends escalation, filled with a variety of T3 enemies dropping a variety of T3 loot.
  • Added The Revenge of Nhur Athemon, a variant of the existing Nhur Athemon escalations featuring tougher crystals and skeletons, as well as a tougher Win Boss, with correspondingly better drops.
  • Added Hero/Legend Events to Crystal Ogres, Dark Elves, Duergar Slavers, Elemental Rift and Mordant Spire escalations.
  • High-end Win Bosses are now extremely likely, and in some cases guaranteed, to drop T3/Structure Recipes and T3 Expendables.
  • Adjusted Max Instances for several escalations to make T2-T3 escalations more likely, and to make it more likely that rarer escalations will launch when it comes time to choose a new escalation.
  • Switched bosses in Ustalav Invaders to a Hero Boss for the Home Hex version and a Legend Boss for the Monster Hex version. Also increased the number of Generals and higher-level knights at the boss encounter.
  • Ustalav Invaders now includes a final Phase where the toughest random enemies are Generals, and the only efficient way to get T3 drops is to kill the Boss.
  • Set most escalations to start at 100% and to decay in strength over 10 days (15 for Home hexes), and set remaining phased-escalations to increase in difficulty as their strength drops.
  • Rebalanced escalations to take roughly 4 hours for an appropriately-leveled party to clear from 100% strength (6 hours for Home hexes), and so that tougher escalations generally have a higher max strength than less difficult ones.
  • Reduced target numbers for several events to make them more feasible for small parties to complete during a single play session.
  • Changed Elemental Rift event Element Amok to launch a variety of Berserkers, not just Ice Elementals.
  • Changed text of Goblin Pickles events to make it clear that players need to talk to an apprentice, not Londor Sefurd.
  • Fixed difficulty ratings for Elemental Rift phases to reflect that the escalation gets more difficult as the strength drops.
  • Removed Heroes from random encounters in Ustalav Home Hex when the home escalation isn’t running.
  • Removed extra structure recipe chance from Dark Elf Win Boss drop.
  • Removed level 1-2 knights from Ustalav escalations.

Auction House:
  • Added History tab to see past week of sales and purchases.
  • When clicking Buy next to a specific offer, the purchase price is now set to the sale price of that specific offer.
  • Coin can't be sold.
  • Items which can't be sold (such as coins) are no longer shown as available to be sold or bid on.
  • The Buy button is no longer shown when there are no active offers to purchase.
  • Switching to a different item now resets the scroll bar on the list of offers.
  • Performing a new search now resets the scroll bar on the search results.

  • Mouse clicks are now caught by the UI, not passed on to items behind them.
  • Ctrl-click or Ctrl-drop will open quantity dialog for transferring partial stacks of items between windows.
  • Added paste (Ctrl-V on or Cmd-V) to all text input fields.
  • Fixed icons for Greater Cure, Greater Inflict, Mass Greater Cure and Mass Greater Inflict.
  • Unrecognized/misspelled slash commands will now display an error message in the chat window.
  • For Vaults and Auction House, switching filters will now clear the sub-filters.
  • Inventory Trashing and Stack Splitting UI now supports up to 6 digits.
  • Ability scores on Character Sheet now show to 3 decimal places when moused over.

  • Tavern in Aragon again returns Power to characters.
  • Settlements with large numbers of structures no longer suffer sever lag issues.
  • Added Expert and Freeholder trainers to Thornkeep (near Auction House).

  • Added shrines to monster hexes -12,18 and -2,14.
  • Smoothed out multiple player traps, including several in player settlements where the retaining walls met the ground at the top of the walls. Also fixed a trap by the stairs near the Taverns that affected all player settlements.
  • Reduced steepness of road in -5,14 so that it can be climbed.
  • Removed obsolete Attacker Shrine from hex -5,3.
  • Removed bumpy 15m encounter from hex 2,13 that could result in unusable smallholdings.

  • The list of crafting queues stays properly updated at downtime. The “lost” crafting queues were still being completed properly in the background, but not being visible on the crafting window was causing understandable confusion.
  • Scroll bars for list of available ingredients are reset when switching to a new stock or recipe.

  • The Rogue Tutorial Kill Quest is now called Whispers of Unrest.
  • Changed Insidious Hero Gods text to mention Staalgard instead of Live Oak.

  • Auspicious Critical now returns the correct amount of power, and only does so on a critical hit.
  • Added Crafting option to Freeholder Armor gates.
  • Added Dexterity into Clothing Armor Proficiencies to support Tailors.
  • Added Dexterity to Holdout Weapon Maneuvers and Wisdom to Toolkit Maneuvers.
  • Added Dexterity to Passionate in the Workship and Holdout Weapon Implement Proficiency.
  • Added Wisdom to War Willing and Toolkit Implement Proficiency.
  • Fixed Outfitter 9 to require Int/DEX/Per instead of Int/INT/Per.
  • Fixed typo on Ability bonuses for Medium Armor Proficiency 2.
  • Fixed typo on Feat Requirements for Passionate in the Workshop 9.

  • Campfires now return the proper amount of power. Previously, they were restoring power up to at least the amount listed (if you had 50 power and used a campfire set to restore 200, you’d end up with 200 total power or your max, whichever was lower). Now they restore the amount of power listed (if you have 50 power and use a campfire set to restore 200, you’ll end up with 250 total power or your max, whichever is lower).
  • Reduced power cooldowns for camps from 4 hours to 1 hour and made them last 4 hours instead of 10 minutes.
  • Added clearer feedback on campfire power regeneration and cooldowns to chat messages when campfires are used.

Logging In:
  • Getting disconnected from the game will bring up a message stating that the application will close after ten seconds. Getting back into the game will require running the application again, but this will prevent multiple strange issues that occur when re-entering the game world without fully exiting the application.
  • Added tabbing and paste (Ctrl-V on or Cmd-V) to login screen fields.
  • Delete button on unused character slots was removed.

  • Players are rooted when Trade window is open.
  • Confirmation is shown in chat window when sending a trade request.

AI: Thornguards stop attacking after their target dies.

Deposit All: Invulnerable items (Premium items like Smallholding deeds) remain in Inventory and a chat message states which items were left behind.

Testing Achievements: Added GM command to grant achievements. This will make it much easier to test advanced characters on Zog. Achievements can only be granted to a character standing near the GM, so arrangements will still need to be made to meet in-game, but now any achievement can be quickly granted.

Company Names: Added GM command to change company names. This is primarily intended to be used to change names that violate the Terms of Service, or to fix typos.

Mules: Fixed typo in error message for expired mules.

Holdings and Outposts:
  • Outposts can no longer be placed while a holding is being torn down.
  • Company Leaders can change the colors on company buildings. Previously, only the character who placed the building could change the color.

Documents: All document fragments drop again.

Recipes: Cold Iron Broadhead Arrow Recipes drop as loot.
I can be on the Test Server around noon or 1pm eastern on Wednesday the 11th.

There's a good chance we won't have quite everything set up before heading out tonight, in which case we'll have to go for a mid-day switch, probably around noon Pacific. And, of course, that's with every available finger crossed.
Will you be setting dates and times when people can meet you online so you can do mass killings to level up characters?

I will indeed set up some dates and times to get folks achievements, but no need for the mass killings anymore. With 11.2, there's a new GM command that lets me grant any rank of any achievement to any nearby character. Much quicker than mass slaughter, plus now I can grant non-killing achievements as well.