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Table of Contents
To Seach this Guide use Ctrl+F and search for topics within the [X].
Getting Started Section
UI Guide Section
Advanced Guide Section
Key Bindings Section
Helpful Links [LNK01]
Player Guides and Resources:
Goblinary - Pathfinder Online Database and Lookup
Duffy's Political Map
Harad Navar's Unofficial Pathfinder Online Atlas
Elevation and Specialized Icon Map
Attacks, Expendables, Passives, Weapons, Armor, and Recipes
All Experience Costs for Skills/Feats/Abilities
Quick Reference Guide for Keywords, Attributes, Damage, Effects, and Buffs/Debuffs
Ingredients and Substitute List (Raw and Salvage List)
Armor Chart - Explaining which Armor Sets go with each Armor Feats
Quick Reference Crafting
Quick Reference Refining
Pathfinder Online: Cleric Guide - Armor, Weapons, and Spell Keywords
Pathfinder Online: Expert Guide - Armor Keywords
Pathfinder Online: Fighter Guide - Armor, Weapons, and Maneuver Keywords
Pathfinder Online: Freeholder Guide - Armor Keywords
Pathfinder Online: Rogue Guide - Armor, Weapons, and Maneuver Keywords
Pathfinder Online: Wizard Guide - Armor, Weapons, and Spell Keywords
Frequently Asked Questions: (Quick Start Guide Follows) [FAQ02]
Q. What is alignment, and how is it important?
A. Currently alignment is not implemented in game, but it will be an important part of how you play the game in the future. Right now there are several decisions in which you can make in game that will require you to be a specific alignment later (or lose your training). All domains (cleric feature feats) are attached to one of 9 deities (eventually this will expand to 20 deities) and each deity will have a specific alignment, also each of the special divine attacks in game are attached to a specific deity. To save yourself from losing training check HERE to see the alignment of your deity and which domains they support, you must be within one step of their alignment horizontally or vertically on the following chart:
Eventually your alignment will come into play when choosing a Player Settlement to join or eventually a Faction to join (there are multiple levels of factions you can be a part of). Generally the rule is that you must always be within one step, horizontally or vertically, of the target alignment to be a part of that faction, group, company, settlement, or organization. If you want to read more about alignments within the pathfinder universe read HERE.
The following is a list of active player settlements and their declared alignment:
Lawful Good - Ozem's Vigil
Neutral Good - Alderwag, Brighthaven, Keeper's Pass, Stoneroot Glade, Talonguard
Chaotic Good - Tavernhold
Lawful Neutral - Callambea, Canis Castrum, Kruez Bernstein, Forgeholm
True Neutral - Emerald Lodge, Pathfinder University, Phaeros
Chaotic Neutral - Aragon
Lawful Evil - Hope's End, Golgotha
Neutral Evil - None
Chaotic Evil - None
Q. How do I get out of a hole I have fallen into?
A. If you use an ability that can move you, like a charge (if an enemy is near), or if you have the evade utility equipped you might be able to get out. Your second option is to contact a Goblinworks member via Help Chat and ask them to move you out of the hole. Finally, if you must, you can F1 target yourself and kill yourself.
Q. What is husks/looting? How can I save my gear? How do I find my husk?
A. A husk is what you leave behind when you die. Everything in your inventory has a 25% chance of being destroyed, that is every single item is checked for that 25% chance to be destroyed. Stacks of 3+ only lose 25% of their stack if they are slated to be destroyed.
To loot a husk you must right click on the husk (you act as if you are farming a node), open the window, and pull out what you want. You can only pull out one stack at a time, but if it is your husk you can just loot all at one time.
Everything currently equipped on your Paper Doll will only lose a durability point, it will not be dropped, and it can not be looted. To find your husk look on your mini map, it will have a location pin to your last husk.
Q. How do Companies work? How do I apply a Company to be sponsored of a Settlement?
A. You can create a company by typing "/vccreate companyname" and sending an invite by typing "/vcinvite companyname, playername" You can now go directly to the tower icon in the top left, find and apply to a company, if you want to accept an invite type "/vcaccept" you can also decline with "/vcdecline"
If you want to edit your motto and message, and look at your holdings, allies, and membership type /companysearch
If you want to apply to a Settlement type /settlementapply settlementname, companyname
Q. How do I access the Crafting Window?
A. You right click on the door of the crafting facility.
Q. How do I whisper someone?
A. type the following, without <>, but with the comma, and a space between first and last names:
/w <Player's Name>, <Message>
To replay you can just hit: /r then enter
Q. How do I trade with someone?
A. Get within 5-10 meters of them, highlight them by clicking on them, then type /trade
Remember you need to hit both the trade and offer buttons.
Q. How do I make a party?
A. You find someone to party with and type without <>: /invite <Player's Name>
You can then leave a party by /leave, or you can promote someone to party leader with /promote
Q. How do I switch my weapons?
A. Hit the green button on your bar, or hit the ` key, beside 1 on US keyboards.
Q. Why is all my stuff I just put in the bank in Settlement 1 not at Settlement 2?
A. Banks are not universal, but local, meaning if you put your stuff in the bank in Thornkeep, it will not be in Brighthaven when you arrive. Furthermore, the money you gain from farming/killing Monsters is automatically put into the bank when you access it, and creates a universal credit system you can access at any Bank or Auction House.
Q. Why aren't my attacks/cantrips/orisons better after I level them up?
A. Each attack ability if you hover over it gives you a list of key words, when you level those attack up you gain more keywords. These keywords must match the keywords on your weapons (Wands/Staves for Wizards/Focus for Clerics) to gain in power. So, if I have a Level 1 Attack, that matches with a basic weapon, but to use a Level 2 Attack I need a +1 Weapon, so that I can utilize the 2nd keyword I got from upgrading.
Q. What is Damage Factor and how does it work?
A. Damage Factor is what you multiply with your base damage to get your actual damage. Your base damage is 40 +5 Points for every keyword you match (+20 for major keywords at Tier 2 and Tier 3).
Q. What are all these empty slots on my paper doll?
A. Defense Feat Slots, Reactive Feat Slots, Armor Feat Slot, and Feature Feat Slot can be filled with Feats that you gain from various trainers. If you click on the slots inside your paper doll it will open a window directly to the type of feat that can be slotted there.
Q. What are expendables? Where do I find them? How do I learn them? How do I slot them? How do they work?
A. Expendables are Spells (like Arcane/Divine from the table top) or Maneuvers (things like feinting and intimidating from the table top) that are specific to your role. If you have one it will be listed in your all tab and say Maneuver: OR Spell:
To learn an Expendable you must right click it in your inventory, but you have to pay the experience cost and meet the prerequisites. To do this you must also have an implement slotted (you need the proficiency) on your paper doll (hit P then I, and drag and drop your implement onto your paper doll), before you learn the spell or maneuver. After this you can hit F, go to active feats, highlight expendables and it should list what you just learned. Then slot them into the top 6 spots on your bar.
Expendables cost Power (that yellow bar) and you can cast them/use them like anything else. Most can only be used once per battle, but some of the maneuvers can be used more than once. You can increase your max power by equipping better armor and purchasing power from a role trainer. Power regenerates at 5% of your max per 12 minutes, currently anywhere, but in the future you will need camps, player housing, or taverns to regen.
To use the spell/maneuver properly, you must match the keyword of that spell/maneuver to the key word of what ever is in your Feature slot (the top right hand corner of your paper doll, where your role feature feats go).
Q. What is an implement?
A. These are items that are specifically used for your Role and allow to use Expendables (Spells and Maneuvers):
Clerics use Holy Symbols
Fighters use Trophy Charms
Rogues use Rogue Kits
Wizards use Spell Books
When equipping your implement on your paper doll, remember that you will need 2 of them, one for each set of weapons, if you intend to switch weapons a lot.
Q. How does Armor work? (How do I stop taking so much damage?)
A. You must match the keywords on your Armor to the keywords on your Armor Feat (on your paper doll). Each keyword you match gives you the bonuses listed on your Armor Feat (Tier 2 and Tier 3 Keywords give you x4 the bonus).
You can also access this combat guide, pages 10-14 gives you information on Keywords and the best armors for each Armor Feat, and pages 14-22 give you information on each Armor Feat.
Q. How do I gain Experience?
A. You begin with 1,000 experience as a new character, you gain 100 experience per hours after that. You do not gain experience in any other way. You must have selected training for your character in the character screen for him/her to gain experience. You can only gain experience on one character right now.
Q. How do I loot from NPC/Monsters? From Players?
A. Looting is automatic for NPC/Monsters, it is added to your inventory automatic, but right now you must check every so often, because you are not notified by the system you gained anything. When a player dies they will drop a husk (minus 25% of their inventory) and you can access that to gain their loot.
Q. How do I use Salvage from the Salvage tab?
A. Salvage from the Salvage tab is used in the Refining process, you don't actually have to salvage it, you just have to have it on hand when refining. In the refining window when you click the categories of raw resources to add, it will automatically be there and you can select the Salvage item to replace a raw resource.
Q. Is crafting suppose to be this hard?
A. Crafting is suppose to be extremely group intensive. You need people to gather from nodes/combat, bring that back and refiners refine into components that crafters use to craft. You are not suppose to be self-sufficient, and yes you have to run all over the map to gain specific resources, this is intended, and once we have larger populations you will have greater access to these materials on AH or through direct Trade by merchants.
Q. How do I gain Achievements (Category Points)? How do I count how many points I have?
A. If you hit F11 or the Chalice on the top left hand of your screen your Achievements window will open. If you go to Completed you will see all of the Achievements you have completed and how much each is worth. On the bottom right hand side you can easily filter what you want to look at. The completed section of the achievements window, or hovering over your XP on your character sheet, will display your total achievement points.
You gain achievements by killing things with weapons, completing escalation events, and pvping. Categories are Arcane (Wands or Staves), Divine (Focus, or killing Undead/Cultists), Subterfuge (Short bow, or knife/short sword/rapier, and stealing during escalation events), Martial (Swords (Great/Long), Axe, Spear, Bludgeon (Club/Mace)), Adventure (Killing Specific Types of Creatures and their Elite Versions, or gathering from nodes), Social (PvPing), and Crafting (Refining/Crafting).
For everything BUT Social you add their value consecutively, for example:
I need Martial 6, I go out and I kill 50 Creatures with my Longsword to give me Heavy Blade level 3 Achievement. Level 1 is worth 1 point, level 2 is worth 2 points, level 3 is worth 3 points for a total of 6 Points. So, if I have Longbow Achievement 4 it is worth a total of 10 points. You add each level together consecutively.
For Social the first 5 Levels are worth 1 point each, the next 5 are worth 2 points each, and so on.
Q. How do I use all of these Tokens I keep finding?
A. Open your paper doll (press P), and your inventory (press I), go to consumables, and drag and drop your Tokens in the Wonderous Item slots. They will show up on your bar on the bottom left of the UI. You can target yourself with F1, and then click/use them. Greater and Superior tokens require 11 or 19 in a specific ability score.
Quick Start Guide:
What Race do I choose? [RACE03]
For a lot of people this is a major decision, and it comes down to two avenues, are you choosing based on Roleplaying or Min/Maxing? All values for skills max out at 300, but there are various ways that you can actually attain a combination higher than 300, but you gain no added bonus. Races allow you to gain an early bonus or penalty to a skill and over time it becomes cheaper to max out said skill, but everyone, no matter what race you choose, will have the ability to max out their skills. So, what it comes down to is do you want to Roleplay or gain an early bonus?
Where do I find my training at? [TRAIN04]
Spellbook Proficiency, Wizard Feature Feats, Wizard Armor Feats, Arcana, Power
Dowser, Sage, Spellcraft
Artificer, Dowser, Geography
Medium Armor, Heavy Armor, Shield, Axe, Heavy Blade, Hammer, and Polearm Proficiency.
Base Attack Bonus, Critical Reactives, Heavy Melee Attack Bonus, Recovery Bonus, Fortitude, Great Fortitude, and Hit Points. Axe, Heavy Blade, Hammer, Shield, and Polearm attacks. BAB and Fort based Utilities.
Trophy Charm Proficiency, Bravery, Master of Opportunity Reactives, Fighter Feature Feats, Fighter Armor Feats, and Power.
Arcane Weapon Proficiency, Base Attack Bonus, Cantrips, Willpower, and Iron Will.
Armorsmith, Engineer, Weaponsmith
Focus Weapon Proficiency, Base Attack Bonus, Divine Attack Bonus, Orisions, Willpower, and Iron Will.
Bow, Light Armor, and Light Blade Proficiency, Reflex Utilities, Critical Reactives, Base Attack Bonus, Reflex Bonus, Lightning Reflexes, Hit Points, and Bow, Light Blade Attack Bonus, and Attacks.
Forester, Survival, Tanner
Holy Symbol Proficiency, Cleric Feature Feats, Cleric Armor Feats, Religion, and Power.
Rogue Kit Proficiency, Bluff, Perception, Stealth, Reflex Utilities, Rogue Feature Feats, Rogue Armor Feats
War Wizard School
Arcane Weapon, Clothing Proficiency, Base Attack Bonus, Arcane Attack Bonus, and Cantrips
What skills/feats give me X Attribute boost? [ATT05]
Constitution - Shield Attacks, Bulwark, Great Fortitude, Toughness, Bravery, Recovery, Fortitude Bonus, Base Attack Bonus, Miner, Sawyer, Smelter, Tanner, Hit Points, Power, Fighter Armor Feats (Except Archer), Medium and Heavy Armor Proficiency,
Dexterity - Bow, Light Blade, and Simple Weapon Attacks, Evasion, Trip, Tumble, Lighting Reflexes, Bleeding Attack, Befuddling Strike, Crippling Strike, Critical Feats, Bow, Light Blade Specialization, Rogue Feature Feats, Ranged, and One-Handed Melee Specialization, Fighter Armor Feat Archer, Rogue Armor Feats, Reflex, Ranged and Light Melee Attack Bonus, Base Attack Bonus, Stealth, Gemcutter, Weaver, Bowyer, Leatherworker, Tailor, Power, Light Armor, Light Blade, Bow, and Rogue Kit Proficiency, Trophy Charm Proficiency, Fighter and Rogue Expendables
Intelligence - Cantrips, True Strike, Wizard Feature Feats, Wizard Armor Feats, Arcane Attack Bonus, Base Attack Bonus, Willpower Bonus, Arcana, Geography, Planes, Alchemist, Artificer, Engineer, Jeweler, Power, Clothing, Arcane Weapon, and Spellbook Proficiency, Wizard Expendables
Personality - Cantrips, Resiliency, Arcane Attack Bonus, Base Attack Bonus, Willpower Bonus, Divine Attack Bonus, Local, History, Bluff, Dowser, Sage, Officer, Seneschal, Power, Clothing and Arcane Weapon Proficiency,
Strength - Axe, Heavy Blade, Polearm, Hammer, and Simple Weapon Attacks, Bull Rush, Charge, Trip, Master of Opportunity Feats, Critical Feats, One-Handed Melee Specialization, Fighter Feature Feats, Base Attack Bonus, Heavy Melee Attack Bonus, Encumbrance, Armorsmith, Weaponsmith, Power, Trophy Charm, Shield, Axe, Heavy Blade, Hammer, and Polearm Proficiency, Fighter Expendables
Wisdom - Orisons, Iron Will, Cleric Feature Feats, Cleric Armor Feats, Base Attack Bonus, Willpower Bonus, Divine Attack Bonus, Dungeoneering, Nature, Religion, Perception, Survival, Apothecary, Scavenger, Forester, Iconographer, Power, Focus and Holy Symbol Proficiency, Cleric Expendables
What do I train with my first 1,000 experience? [EXP06]
You only gain 100 Experience per hour. There is no limit to how much experience you can save. The following is a general build, just to get you started.
STEP ONE: 10 Spent, 10/1,000 Total
Grab all of these knowledge skills, as well as basic Perception and Stealth. The knowledge skills will increase drop rates/loot tables from monsters, and Perception/Stealth might help you survive longer. When you gain a Skill/Profession/Craft it increases your skill by 10 points per level.
Perception(Wis) lvl 1 = 1xp
Arcana(Int) lvl 1 = 1xp
Dungeoneering(Int) lvl 1 = 1xp
Geography(Int) lvl 1 = 1xp
History(Int) lvl 1 = 1xp
Local(Int) lvl 1 = 1xp
Nature(Int) lvl 1 = 1xp
Religion(Int) lvl 1 = 1xp
Stealth(Dex) lvl 1 = 1xp
Planes(Int) lvl 1 = 1xp
Knowledge Skills increase loot tables by 1% by every 6 points, so at level 3 that you would have 5% increase to loot table chances. Also, always party when searching for loot, as you can kill faster and gain more chances for drops.
STEP TWO: 40 Spent, 40/1,000 Total
Choose a gathering skill, this will help increase the max you can get from a node, and open up a few things beyond the very basic raw resources. Try and choose one based on the bonus you get from your race, but if I were you grab all of them, because if you are by yourself you can always grab a node.
Choose one of these:
Dowser(Person) lvl 1 = 30xp
Forester(Wis) lvl 1 = 30xp
Miner(Con) lvl 1 = 30xp
Scavenger (Wis) lvl 1 = 30xp
Dowser collects the blue shimmering nodes for essences used by the Sage. Forester collects the plant nodes for wood, wool/hemp, and plants for Sawyer, Weaver, and Apothecary. Miner collects the rock nodes for chemicals, precious gems, and ore for Apothecary, Gemcutter, and Smelter. Scavenger collects the midden heap nodes for Leather, as well as a combination of Forester/Miner drops for all of the aforementioned groups and Tannery.
STEP THREE: 147 Spent, 187/1,000 Total
Go and grab an one armor, melee weapon, and ranged proficiency, when we're out there you will most likely pick up what ever armor that you can use, alternatively you might start with the Player Pack, which gives you the lowest level weapon/armor combo from your role.
Cloth(Dex) = 49xp
Light Armor(Dex) = 49xp
Medium Armor(Con) = 49xp
Heavy Armor(Con) = 49xp
Shield Wpn(Str) = 49xp
Arcane Wpn(Int) = 49xp
Axe Wpn(Str) = 49xp
Heavy Blade Wpn(Str) = 49xp
Light Blade Wpn(Dex) = 49xp
Bow Wpn(Dex) = 49xp
Hammer Wpn(Str) = 49xp
Focus Wpn(Wis) = 49xp
Polearm Wpn(Str) = 49xp
STEP FOUR: 567 Spent, 754/1,000 Total
Grabbing basic bonuses will help with your defense and offense, as well as grabbing a combo of Attacks/Cantrips/Orisons.
Choose a Ranged and Melee:
Heavy Melee Attack Bonus(Str) = 36xp
Light Melee Attack Bonus(Dex) = 36xp
Ranged Attack Bonus(Dex) = 36xp
Arcane Attack Bonus(Dex) = 36xp
Divine Attack Bonus(Dex) = 36xp
There are two attacks now, Primary and Secondary, one going on the left bottom of your bar, the other going on the right bottom of your bar for all Melee attacks. These are for Phsycial Weapons only, allowing you to skimp for now on needing attacks. I would consider grabbing a combination of 5 attacks/cantrips/orisons at 81xp eacg for a weapon/stave/wand/focus that you want so if you pick it up you have some variety/versatility.
Grab Recovery (good for recovering from status effects) and at least one defense bonus:
Recovery Bonus(Con) = 36xp
Fortitude Bonus(Con) = 54xp
Willpower Bonus(Wis) = 54xp
Reflex Bonus(Dex) = 54xp
Finally Hit Points.
Hit Points(Con) lvl 2 = 6xp
STEP FIVE: 249 Spent, 1,003/1,000 Total
Go and grab an Armor Feat and Feature Feat from which ever role is close to what you want.
Axe Spec(Str) = 81exp (Improved Critical, Bonus to Hit/Damage)
Heavy Blade Spec(Str) = 81xp (Improved Critical, Bonus to Hit/Damage)
Light Blade Spec(Dex) = 81xp (Improved Critical, Bonus to Hit/Damage)
Bow Spec(Dex) = 81xp (Improved Critical, Bonus to Hit/Damage)
Hammer Spec(Str) = 81xp (Improved Critical, Bonus to Hit/Damage)
Polearm Spec(Str) = 81xp (Improved Critical, Bonus to Hit/Damage)
Archer(Dex&Con) lvl 2 = 61 xp (Bonus to Speed/Ranged Attack)
Dragoon(Str&Con) lvl 2 = 61 xp (Improved Critical, Bonus to Light/Heavy Melee Attack)
Unbreakable(Str&Con) lvl 2 = 61 xp (Bonus to Reflex Defense, and All Resitances)
Cut-Throat(Dex) = 81xp (Sneak Attack while enemy is flat-footed OR doesn't have you targeted)
Daredevil(Dex) = 81xp (Sneak Attack while enemy is flat-footed OR you give opportunity)
Opportunist(Dex) = 81xp (Sneak Attack while enemy is flat-footed OR they give opportunity)
Chameleon(Dex) lvl 2 = 61 xp (Bonus to Stealth)
Scout(Dex&Wis) lvl 2 = 61 xp (Bonus to Perception)
Swashbuckler(Dex&Per) lvl 2 = 61 xp (Bonus to Reflex Defense/Light Melee Attack)
Abjurer(Int) = 81xp
Conjurer(Int) = 81xp
Diviner(Int) = 81xp (Bonus to Perception)
Enchanter(Int) = 81xp
Evoker(Int) = 81xp (Give burning/slowed/oblivious on critical hits)
Illusionist(Int) = 81xp (Bonus to Reflex Defense/Stealth)
Necromancer(Int) = 81xp
Transmuter(Int) = 81xp (Bonus to HP and Status Effect Recovery)
Binder(Int&Con) lvl 2 = 61 xp (Bonus to Energy Resistances/Fortitude Defense)
Mage(Int&Dex) lvl 2 = 61 xp (Bonus to Physical Resistance/Reflex Defense)
Scholar(Int&Wis) lvl 2 = 61 xp (Bonus to Will Defnse/All Knowledge Skills)
*Note: All Domains Eventually give some of their bonus to party members from the Aura Mechanic.
Charm Domain(Wis) = 81xp
Fire Domain(Wis) = 81xp (Large Bonus to Fire Resistance)
Glory Domain(WIs) = 81xp (Bonus to Base Defense)
Luck Domain(Wis) = 81xp (Improve Critical)
Protection Domain(Wis) = 81xp (Bonus to all Resistances)
Strength Domain(Wis) = 81xp (Bonus to Heavy Melee Attack)
Sun Domain(Wis) = 81xp (Bonus to Perception)
Travel Domain(Wis) = 81xp (Bonus to Speed)
Trickery Domain(Wis) = 81xp (Bonus to Bluff/Stealth)
Water Domain(Wis) = 81xp (Large Bonus to Cold Resistance)
Weather Domain(Wis) = 81xp (Large Bonus to Electric Defense)
Evangelist(Wis&Per) lvl 2 = 61 xp (Bonus to Speed, and Ranged/Divine Bonus)
Healer(Wis&Con) lvl 2 = 61 xp (Bonus to Reflex Defense/Hp Regeneration)
Crusader(Wis&Str) lvl 2 = 61 xp (Bonus to all defense, and Light/Heavy Melee Attack)
Guide(Per) = 61 xp (Bonus Perception, Dowser, Sage, History, Local, Geography)
Pioneer(Con) = 61 xp (Bonus to Speed, Forester, Miner, Sawyer, Smelter, Tanner)
Rambler(Wis) = 61 xp (Bonus to Stealth, Scavenger, Apothecary, Gemcutter, Weaver, Survival, Nature)
Artisan(Dex) = 61 xp (Bonus to Ranged Attack, Bowyer, Jeweler, Alchemist, Leatherworker, Carpenter)
Outfitter(Int) = 61 xp (Bonus to Speed, Tailor, Artificer, Spellcraft, Arcana, Architect)
Wright(Str) = 61 xp (Bonus to Light/Melee Attack, Armorsmith, Engineer, Weaponsmith, Iconographer, Stonemason)
Also grab your implement proficiency.
Holy Symbol Implement(Wis) = 99xp
Trophy Charm Implement(Str/Dex) = 99xp
Spellbook Implement(Int) = 99xp
Rogue Kit Implement(Dex) = 99xp
Finally grab some Power.
Power(All) lvl 2 = 10
Once you are finished spending your experience you are essentially a level 1 Character, with some extra hit points, and the ability to utilize Tier 1 equipment for your Role. While some of you may feel that you don’t want to spend your experience on this specific build, I implore all of you to do so, this is the MINIMUM build to survive, while giving your character access to everything he or she will need right off the bat.
Where do I find Gear? [GEAR07]
There are four tutorial quests that you can do to get some basic gear after you complete the Movement Tutorial given by Isaja Fannell at your starting location:
Illa Springtree (Wizard)
Ogden Delsane (Fighter)
Finna Kor (Cleric)
Kel the Red (Rogue)
Follow their quest and open the chest, you will be supplied with one of four basic tutorial packs based on a role.
Wizard Tutorial Pack:
Charged Staff, Charge Gem, Charges (ammo isn't in yet), Runespun Robes (clothe armor), Introductory Spellbook, and one of the following expendables:
Burning Hands - Fire based short range Area of Effect attack.
Enfeeble - Ranged debuff that reduces defenses and attack.
Force Missile - Force based ranged attack.
Hydraulic Push - Physical based ranged knockback attack.
Rainbow Spray - Ranged Area of Effect debuff that reduces perception/attack, with a chance to stun.
Speed - Short duration buff to speed, attack, and reflex defense.
Fighter Tutorial Pack:
Longsword, Hide and Steel Banded (heavy armor), Introductory Trophy Charm, and one of the following expendables:
Bully - A ranged debuff that reduces defense.
Fluster - A melee debuff that reduces perception/attack, and can cause unbalanced/dazed.
Cleric Tutorial Pack:
Acolytes Battle Focus, Charge Gem, Charges (ammo isn't in yet), Novitiate's Scale (medium armor), Introductory Holy Symbol, and one of the following expendables:
Blessing - Melee Area of Effect buff to attack.
Cause Fear - Ranged debuff that reduces defenses.
Endure Elements - Melee buff that increase resistance to fire, cold, and electric.
Lesser Cure - Melee heal.
Lesser Inflect - Melee touch damage.
Rogue Tutorial Pack:
Short Bow, Quiver, Arrows (ammo isn't in yet), Footpad's Leathers (light armor), Introductory Rogue Kit, and one of the following expendables:
Blinding Dust - Melee debuff that reduces perception/attack.
String Bolos - Ranged deubff that reduces speed, reflex defense, and immobilizes.
What do I do next? [NEXT08]
You will go on and attempt to gain achievements.
Adventure - Killing NPCs/Monsters, finding hidden locations, and gathering from nodes. All Roles need Adventure Points.
Arcane - Killing NPCs/Monsters with your Arcane Weapons/Implement. Wizards need Adventure Points.
Class - Advancing your Role. All Roles need Class Points.
Crafting - Crafting and Refining. Crafters and Refiners need Crafting Points.
Divine - Killing NPCs/Monsters with your Divine Weapons/Implements, also killing Undead/Cultist. Clerics need Divine Points.
Martial - Killing NPCs/Monsters with most Melee Weapons, Bows, and Trophy Charm. Fighters need Martial Points.
Subterfuge - Killing NPCs/Monsters with Short bows, Light Weapons, and the Rogue Kit. Rogues need Subterfuge Points.
Social - Gained through Social Interactions.
NOTE: When you complete each level of a Achievement you get the listed levels points.
Example: I just finished Martial 1, Martial 2, and Martial 3 by killing a total of 50 bad guys, I get the listed points for each level for a total of 6 Martial Points.
Grab a party and begin exploring the wilderness, gathering, and killing everything in sight. This will net you Achievements, Raw Resources, Salvage Resources, Gear, Recipes, and Expendables. Once you have at least 3 to 6 points in your appropriate Achievements for your Role, you should be able to come back to town to train, as you will have unlocked around 2 more levels for each of your Skills/Feats.
Gatherers, Refiners, and Crafters: Plan for the first 10 days.
All Gathering: Level 7, While it does take almost 10 days to get the experience alone, if you stretch out the time several more days, you can pick up one of the Freeholder Armor Feats, as well as some basic feats to increase your survivability.
Try and gather the following resources:
Miner: Coal, Copper Ore, Iron Ore, Silver Ore, Sal Ammoniac, Brimstone, Cinnabar, Bloodstone, Tigereye, Moonstone, Onyx, Chrysoprase
Forester: Wool, Pine, Yew, Foxfire, Smoked Peppers, Bloodflower Gum, Chickweed, Juniper Berries, Belladonna Berries, Henbane, Blood Nettle, Cabble-Weed, Tansy Leaves, Gentian, Valerian Root, Dragoon Leaves, Arnica Root, and Coltsfoot.
Dowser: Antithesis Essences, Esoteric Essences, Ordered Essences
Scavenger: Smooth Animal Pelts, Smooth Beast Pelts, Hemp, and Wool.
Refining: Go straight for level 5, as you should be able to Refine most Tier 1 items at that level.
All Crafting: Go straight to level 5, as you should be able to Craft most Tier 1 items at that level.
NOTE: A Quick Crafting/Refining Trick is if you Craft the highest possible version of something, you get all the previous Achievements.
Gathering from Combat:
PvErs make sure that you increase your Knowledge skills so that you can increase your drop rate, and get better drops from mobs. Remember that in PvE the system auto loots monster/npcs directly into your inventory, you have to be within 20-30 meters of mob killed to get loot from it. Not everyone will get a share in the loot, it is random who will get what.
Make sure that you save ALL Recipes, Maneuvers, and Spells (you can access the latter two in your All Tab). The following is a list of Salvage Resources that will be needed from combat.
Goblins: Bad of Dangerous Stuff, Bag of Sticky Stuff, Bag of Smelly Stuff, Bag of Bitter Stuff, Bag of Dreamy Stuff, Bag of Itchy Stuff, Bag of Fiery Stuff, Bag of Healthy Stuff, Broken Goblin Weapons, Goblin Armor Scraps, Purgative Kit, Diversion Kit, Toxic Kit, Broken Hobgoblin Weapon, and Hobgoblin Armor Scraps.
Bandits: Target Marking Paint, Crude Knockout Gas, Sticky Pine Resin, Improperly Made Sunrod, Crude Longsleep, Fragment of Battle, Fragment of Secrets, Fragment of Learning, Torn Merchant Clothes, Torn Peasant Clothes, Shattered Merchant Furniture, Destroyed Peasant Furniture, Broken Basic Weapons, Basic Armor Scraps, Advanced Armor Scraps, Nonstandard Silver Coins, and Broken Advanced Weapon.
Ogres: Secret Giant Mushroom, Secret Giant Moss.
Wolves: Sleep Stones, Crawling Crystals, Blood Crystals, Energized Flora, Unusual Spices, Cotton Nesting, Peasant Rags, Dead Prey, and Dead Predator.
Knowledge Arcana: Elementals, Crystals (constructs), Towers (constructs), Nhur Athemon (wizard)
Knowledge Geography: Ogres(giants)
Knowledge History: Ghouls(undead) and Skeletons(undead)
Knowledge Local: Bandits(humanoids), Cultist(humanoids), Goblins(humanoids), Knights(humanoids), and Raiders(humanoids)
Knowledge Nature: Nothing at the moment
Knowledge Plane: Hellhounds(outsiders)
Knowledge Survival: Wolves(animals)
In game Maps - [MAP09]
Class Roles: [ROLE10]
There are 2 types of Keywords, minor and major. Each keyword must be matched between a piece of gear and a slotted feat or ability, except for the keywords on expendable which match with the Feature Feat. For ever minor keyword that you match you gain the listed bonus, for every major you gain x4 the listed bonus.
Weapons (Melee/Ranged/Staves/Wands/Foci) match Keywords to Attacks/Cantrips/Orisons
Armor (Clothe/Light/Medium/Heavy) match Keywords to your Armor Feat
Belts/Gloves match Keywords to your Utility Abilities
Expendables match Keywords to your Feature Feat
Weapons gain 5 base damage for each keyword matched, Armor gives you hit points, power, and defenses, and Utilities have better longer effects. Expendables are a bit different every 3 keywords that are matched, you gain an extra bonus, these bonuses include more damage, as well as longer lasting, and better effects.
Crafting Guide: [CRAFT12]
You will need access to three levels of Feats/Skills in the crafting process.
Gathering: These Feats/Skills will allow you to collect from Resource Nodes. The higher your skill the more you are able to gather from a node, as well as find uncommon and rarer resources.
Refining: These Feats/Skills will allow you to access Refining Recipes and Facilities. At these Facilities you can turn raw resources and collected materials into Crafting Components.
Crafting: These Feats/Skills will allow you to access Crafting Recipes and Facilities. At these Facilities you can take components and craft them into usable items.
Crafter < Refiner < Gatherer
Alchemist (Consumables) < Apothecary/Sage/Smelter
Artificer (Sorcerer/Wizard Implements and Weapons) < Gemcutter/Sage/Sawyer/Smelter
Armorsmith (Medium and Heavy Armor) < ApothecaryGemcutter/Sage/Sawyer/Smelter/Tannery/Weaver
Bowyer (Bows, Quivers, and Arrows) < Apothecary/Sawyer/Smelter/Tannery/Weaver
Engineer (Aristocrat/Expert/Rogue Implements, Camp Consumables, Shields) < Apothecary/Sawyer/Smelter/Weaver
Iconongrapher (Barbarian/Cleric/Druid Implements) < Apothecary/Gemcutter/Sage/Sawyer/Smelter/Tannery
Jeweler (Fighter Implement, Belts, Bracelets, Circlets, Necklaces, and Rings) < Gemcutter/Smelter
Leatherworker (Light Armor, Belts, Boots, Gloves, Hats, and Pouches/Packs) < Apothecary/Smelter/Tannery/Weaver
Tailor (Robes, Belts, Caps, Cloaks, Clothes, Gloves, Slippers, and Pouches) < Sage/Smelter/Tannery/Weaver
Weaponsmith (Commoner Implement, Melee Weapons) < Apothecary/Gemcutter/Sage/Smelter/Tannery
Apothecary < Combat/Forester/Miner/Scavenger
Gemcutter < Combat/Miner
Sage < Combat/Dowser/Miner
Sawyer < Combat/Forester/Miner
Smelter < Combat/Miner
Tannery < Combat
Weaver < Combat/Forester
The following links will give more specific information:
Goblinworks Crafting Guide
Ingredients and Substitutes
Refining/Crafting time Equation = (Basetime)*((Item Quality^2)/(Skill*Facility Quality))
All of the Knowledge Skills in the game increase the different kinds of loot you get from Harvesting, off dead mobs, and from loot chests.
• Alchemist (consumables)
• Armorsmith (metal armors)
Crafting from your bank
You are able to craft directly from your bank, so there is no need to actually hold the raw resources or refined components on your character. You can place everything directly into your personal, company, or company secure vault to craft from. If you pull anything from your company or company secure vault during the crafting process the finished product will deposit there, if you crafted just from your personal vault it will instead be placed there.
Edited by Cheatle, 28 July 2015 - 11:12 AM.