Goblinworks



Pathfinder Online Alpha Instructions v1.0This document is meant to serve as a guide to playing the Alpha of Pathfinder Online. We currently do not have our tutorial or any manner of hints up and running, plus some of our user interface is not in its intended final form, so this document is meant to help players learn the game while these systems are being developed. It will be updated through the course of Alpha to reflect changes in the game.Table of Contents TOC \o "1-3" \h \z \u Known Issues PAGEREF _Toc390785989 \h 4Patch Notes PAGEREF _Toc390785990 \h 5Future Updates PAGEREF _Toc390785991 \h 6Things to Pay Attention To PAGEREF _Toc390785992 \h 7Setting Up PAGEREF _Toc390785993 \h 8Before the Game PAGEREF _Toc390785994 \h 8Downloading the Game PAGEREF _Toc390785995 \h 8Logging In PAGEREF _Toc390785996 \h 8Creating a Character PAGEREF _Toc390785997 \h 9Ability Scores PAGEREF _Toc390785998 \h 10UI Basics PAGEREF _Toc390785999 \h 12Main Menu PAGEREF _Toc390786000 \h 12Home Menu PAGEREF _Toc390786001 \h 12Gear PAGEREF _Toc390786002 \h 12Map PAGEREF _Toc390786003 \h 13Feats PAGEREF _Toc390786004 \h 13Inventory PAGEREF _Toc390786005 \h 14Character Sheet PAGEREF _Toc390786006 \h 15Achievements PAGEREF _Toc390786007 \h 15Chat Window PAGEREF _Toc390786008 \h 16Action Bar PAGEREF _Toc390786009 \h 16Weapon Displays PAGEREF _Toc390786010 \h 16Implement Display PAGEREF _Toc390786011 \h 16Weapon Sets PAGEREF _Toc390786012 \h 16Weapon Feats PAGEREF _Toc390786013 \h 16Expendables PAGEREF _Toc390786014 \h 17Utility Feats and Consumable Items PAGEREF _Toc390786015 \h 17Character HUD PAGEREF _Toc390786016 \h 17Target HUD PAGEREF _Toc390786017 \h 18Mini-Map PAGEREF _Toc390786018 \h 18Achievements Window PAGEREF _Toc390786019 \h 19Interactions PAGEREF _Toc390786020 \h 20Movement PAGEREF _Toc390786021 \h 21Advancement PAGEREF _Toc390786022 \h 22Achievements PAGEREF _Toc390786023 \h 22Ability Scores PAGEREF _Toc390786024 \h 22Trainers PAGEREF _Toc390786025 \h 22Feats PAGEREF _Toc390786026 \h 24Items PAGEREF _Toc390786027 \h 25Weapons PAGEREF _Toc390786028 \h 25Armor PAGEREF _Toc390786029 \h 26Miscellaneous Gear PAGEREF _Toc390786030 \h 27Combat PAGEREF _Toc390786031 \h 28Death PAGEREF _Toc390786032 \h 29Loot PAGEREF _Toc390786033 \h 30Reputation and PvP PAGEREF _Toc390786034 \h 31Escalation Cycles PAGEREF _Toc390786035 \h 32Crafting PAGEREF _Toc390786036 \h 33Raw Materials PAGEREF _Toc390786037 \h 33Refined Components PAGEREF _Toc390786038 \h 33Crafted Items PAGEREF _Toc390786039 \h 34Company Window PAGEREF _Toc390786040 \h 36Key Commands PAGEREF _Toc390786041 \h 37Mouse PAGEREF _Toc390786042 \h 37Movement PAGEREF _Toc390786043 \h 37Attacks PAGEREF _Toc390786044 \h 37Windows PAGEREF _Toc390786045 \h 37Effects Glossary PAGEREF _Toc390786046 \h 38Effect Types PAGEREF _Toc390786047 \h 38Status Descriptions PAGEREF _Toc390786048 \h 38Current Effects List PAGEREF _Toc390786049 \h 38Known IssuesBelow are the issues that are known with the current build of Pathfinder Online. Please do not submit bug reports on these issues. Some weapons do not appear but are still mechanically effectiveSome animations do not playSome monsters / NPCs are not animated correctlyThe character sheet does not update to reflect changes in character until you close it and reopen it. You cannot regenerate Power to fuel your expendables.Steering, particularly with the mouse keys, is difficultTab targeting does not work against players.Encumbrance is not in.Durability is not in. Enchanting is not in.Patch NotesThe following are the patch notes for the current build of Pathfinder Online.Future UpdatesBelow are the expected features and content updates coming in the next patch. Things to Pay Attention ToThese are the facets of the game we are particularly interested in feedback on currently:General stability – does the game crash when you playVideo card compatibility – do you experience problems related to the proper display of graphics (for example: partial screen display, artifacts or abnormalities, freezes, weird colors, strange resolutions, etc.)Interference with other applications – conflicts with firewalls, antivirus and security software, video playback (iTunes, Media Player, etc.)Network or connectivity issues – loss of internet connection, inability to access internet sites, interference with browsers, etc.Problems with hardware – mouse or keyboard freezing, problems with audio, or any other issue related to the functioning of your computer while you play the AlphaSetting UpGetting your system updated with all current software and ensuring you have enough space to download and install the game will make it more likely you’ll be able to enjoy your Alpha Test play experience. It will also help us diagnose problems since the first questions we’ll be asking you are if you have updated your system and drivers and have enough free storage space for the game.Windows / OSX UpdateRun the system software updater and install all recommended updates for your operating system.Update Video DriversUpdate your video card drivers to the latest stable versions.nVidia Owners: Owners: Security SoftwareBefore installing the game be sure your antivirus and malware defense software is updated to the most current version.Check Available Storage SpaceEnsure you have enough free space on the storage volume where you are going to install the game. We recommend that you have 5 gigabytes of free space available before you start. That will provide enough free space to download the software and install it.Downloading the GameThe client download is a very large file. Some users may experience problems downloading this file - common problems include bandwidth caps imposed by your ISP, limits on institutional networks in businesses and schools, or poor or unreliable internet connections.If you are experiencing problems downloading the client we recommend trying during a less congested part of the day, trying on a different network, trying the download on a wired, rather than wireless network, and ensuring that you are not hitting a download cap with your ISP.Windows InstallerThis is the client for Windows version 7.x or 8.x (Previous versions of Windows are not supported)Follow the instructions you received in the email welcoming you to the Alpha Test for a link to the Windows setup package. Download, and run the setup package to install the software.Macintosh OSX InstallerThis is the client for OSX Mavericks or Yosemite (Previous versions of OSX are not supported)Follow the instructions you received in the email welcoming you to the Alpha Test for a link to the Pathfinder Online application. Download the application.Drag the Pathfinder Online application to your Applications folder. After copying has finished, find the icon in your Applications folder and double click it to launch the pleting the InstallationAs we begin Alpha Testing we have not yet built an autopatching client or used an installation software tool. Once you have downloaded the client and decompressed it, move the resulting folder to a convenient location. Inside the folder you will find the game client. The game will run anywhere you choose to place it, but please keep the folder you downloaded intact (don't move the client program to a different location).Overwriting a Previous InstallationBecause the client does not yet do autopatching or updating, you may need to remove previous versions of the client you may have downloaded earlier. You can delete (trash) older versions of the client folder and contents without concern. No meaningful information is stored locally on your system at this time.These instructions will be changed when we deploy our auto-patching client and a client installer tool.Running the GameDouble-click on the game icon. The game will launch. You may need to authorize the game to run on your system depending on the local security policy settings you have configured on your computer.Once the game launches it may take several minutes before it has loaded itself into your system's memory and is ready to enable you to log into the game server. Likewise, the game may take several minutes to prepare itself to enter the game world once you have connected to the server. During Alpha Testing the game has not been optimized and it consists of several very large objects which have to be transmitted to your graphics card and other computer systems. Please be patient and give the game time to complete these tasks.You will begin with a login screen. Enter the username and password you used to create your account on (we use a single sign-on for the game and the website).The game will now take you to a character creation screen where you will begin your adventures in the River Kingdoms!Creating a CharacterOnce you are logged in you will see a settlement in the background and a default character standing in the foreground. At the center bottom of the screen is a menu button that, when clicked, will show the available class/gender combinations in the current build. Note these will change over time and likely disappear entirely as we get closer to the classless system ideal we are building. The final version will have gender, race, and appearance choices only. Select one of the class and gender combinations from the list. All classes begin at first level. Once you have selected a class and gender, enter your character name. This name should abide by the following guidelines:No reference to any non-Pathfinder intellectual properties such as movies, other games, television shows, etc. (i.e., you cannot name your character after characters from these sources)No reference to any real world locations, people, groups, religious figures, sports teams, political parties, etc.No game mechanics in your nameNo indication that you are an employee of Paizo or Goblinworks (unless you actually are)No indication that you are a game master, customer service rep, administrator, or any other functional role in the gameDon’t indicate guild, company or settlement allegiance in your nameDon’t use a name that would be considered offensive or harassingPlease note: All character names are subject to change at any time on request of Goblinworks. Character names in Alpha should not be considered reserved for use in Early Enrollment and Open Enrollment.We will not change your character name once you create it during Alpha Testing unless we decide it violates our Community Standards or conflicts with a character naming rule. So choose carefully. Once you have entered your name, click Play in the lower left corner of the screen. The game will then begin loading resources to display the world of the River Kingdoms. Please be patient – this process may take a few minutes depending on your graphics card and system speed.As the game progresses we will add more options for customizing appearance. UI BasicsOnce the server is done loading you will be in the world of Pathfinder Online in our Alpha starter settlement. Many window elements include a circled X in the upper right hand corner of the window. Clicking this closes the window. Some UI windows have scrolls bars on the right hand side. To use them, click and drag the circle up or down. Some UI windows include a circled arrow. Clicking this collapses the UI window. When collapsed, the circled arrow remains and clicking it again will reopen the window. Most windows can be moved by clicking and dragging them. The Chat Window, Action Bar, Achievement Window, and Mini-Map cannot be moved. Main MenuIn the upper left corner of the screen is the main menu, represented by six icons. Clicking these will open the related page of the UI. Going from left to right, these icons can be clicked on to open the following windows, described below: Home Menu, Gear, Map, Feats, Inventory, Character Sheet, Achievements.Home MenuThis icon is an outline of a house and opens a window containing the following options:Log Out: Takes you back to the log in screenQuit: Closes the game entirelyHelp: Takes you the Help window, which includes basic controls and game informationSubmit Bug: Opens a window where you can type in text to describe a bug you have found; Click Submit to send the bug for investigationSettings: Currently this only allows changing for the Resolution, Quality, and UI Scale, but will eventually involve audio controls, etc.GearThis icon looks like a person’s head and shoulders and it opens a window where you equip items and feats. It is often opened along with the Feats and Inventory windows. To equip an item or feat, drag it from the Feat or Inventory window to the appropriate slot on the Gear Window. The slots a feat or piece of equipment can go into will highlight when it is selected from the Feat or Inventory windows. Also, when you select a sub-tab (like Defensive Feats or Consumables), all the slots on your Gear window those feats or items can go into will highlight. The Gear Window cannot be opened during combat. MapThis icon looks like a compass and displays the map of the world laid out in hexes. Within the map:You are represented by a white circle with a black profile inside it. You can zoom the map in and out using the + and – buttons in the upper left corner.Hex types are represented by color:Light green hexes are hills or plains hexes. Dark green hexes are forest hexes.Brownish green hexes are mountain hexes and orange hexes are high mountain hexes. These hexes are a higher elevation level than other hexes, indicated by being surrounded by a thick gray line. They require a mountain pass to enter, indicated by a break in the thick gray line.The huts symbols represent settlements.The lion symbol represents a monster hex (where monsters are most plentiful and from where they will invade other hexes). The ruins symbol represents badlands hexes (which are not quite as dangerous as monster hexes but cannot be claimed by settlements). FeatsThe icon of a weapon being swung opens the feats window. This is where all your slottable feats are listed. To use a feat, drag it from here to the Gear Window (for Passive Feats) or to the Action Bar (for Active feats). All feats (except Expendables, which are learned from looted items) are learned from trainers in towns at the cost of XP. At the bottom of the window is a filter than can be used to only show feats that are associated with a specific role. There are several tabs and sub-tabs in this window. The Feats window cannot be opened during combat. There are two broad types of feat, each with its own subtypes and particulars.Passive Feats: These are feats you do not need to activate; instead, they automatically activate when certain circumstances occur or are always active.Feature: These feats are limited by role and help define that role’s function, such as a Fighter’s Weapon Specialization or a Rogue’s Sneak Attack. They also provide the keywords used by your Expendables. You may only have one Feature feat slotted at a time. (The Feature slot is the top left box on the Gear window)Armor: These feats help you use your armor more effectively. Each role has three armor feats built for different play styles of that class, such as a melee-focused Unbreakable Fighter versus a ranged-focused Archer Fighter. Armor feats include a set of keywords that increase the effectiveness of your armor if it has the same keywords, granting you better resistance, hit points, and defenses. (The Armor feat slot is the box directly below and to the left of the Armor item circle on the Gear window)Magic Items: These feats are required to gain the benefit of magical weapons and armor. They activate the magical keywords on these items. (Not Implemented for Alpha)Reactive: These feats activate automatically when certain circumstances are met (e.g., Master of Opportunity feats that grant additional effects on attacks against targets with Opportunity). (The Reactive feat slots are just above and to the left of the Primary Weapon item circle on the Gear window)Defensive: These feats give a constant passive bonus to your defenses, hit points, or other statistics. (The Defensive feat slots are the upper left boxes on the Gear window)Active Feats: These are feats that you have to activate to use. They are all slotted on the action bar rather than the Gear window. Attack: These feats are limited by weapon; each attack is associated with a specific weapon and can only be slotted into your action bar when you have the appropriate weapon equipped. If you have one weapon equipped, you can put that weapon’s attacks in all slots (Primary attacks in slots 1-3 and Secondary attacks in slots 4-6). If you have two weapons equipped, only Primary attacks from your main weapon can go in slots 1-3 and only Secondary attacks from your off-hand weapon can go in slots 4-6. Each attack has the following stats (mouse over the feat icon once you’ve dragged it to the action bar to see these details): Stamina: The Stamina cost of the attackCooldown: Time it takes for the attack to reset, during which it cannot be usedDamage Factor: Modifies the base damage of the weapon to determine the damage inflicted by the attackRange: The range of the attack. This is Melee (2 meters) or a distance in meters (often 20 or 35)Effects: Primary effects of the attackRestrictions: Any effects that limit the attackOther: Secondary and conditional effects of the attackExpendable: These are role-based abilities that consume Power in addition to Stamina, and which tend to be more powerful than normal attacks and utilities. Some Expendables can only be used once a battle (including most spells). Unlike other feats, these are not learned from trainers but from items dropped by monsters. Expendables are slotted into your “Implement”, which is the top row of the action bar. Your Implement can only accept Expendables of the appropriate type (e.g., you cannot put wizard spells in a cleric’s holy symbol). Also, each Implement can only hold so many total levels of Expendables, and has a max level of Expendable that can be slotted into it. The stats for Expendables are the same as for Attacks, with the addition of a Power cost.Utility: Utility feats are attacks that are not weapon-specific, such as Trip attacks, Charge or Evade, or non-attack actions that can be used several times during a fight. Utility feats consume Stamina. (You drag these feats to the 4 boxes to the right of the main action bar segment)Situational: This sub-tab is for a class of feats that are no longer in use. There will be no feats listed on this sub-tab. (It’s a fossil and will be removed in the future)InventoryThe bag icon opens a window that displays your equipment as a list. For each item, there is a name, encumbrance, durability, and tier listed. Any of these can be used to sort the list. At the bottom of the list is a bar that fills up as your Encumbrance increases. If it fills up, you are carry the maximum amount you can without being slowed down. If it begins filling up a second time, you suffer an increasing speed penalty and eventually be unable to move. (Note: Not currently implemented but will be soon!)The Inventory Window cannot be opened during combat. Inventory has several consistent pieces of information:Encumbrance: How much the item weighs. Characters can only carry so much encumbrance before they begin slowing down and eventually cannot move. A character’s carrying capacity can be increased by certain items and feats. Durability: Items lose Durability each time they resurrect with you (because they are threaded to you). If they drop to zero Durability they are destroyed. Tier: This is a rough measure of how powerful the item is. Tier is rated 1-3, with 3 indicating the most powerful items.The inventory panel is divided into several tabs:Equipment: This tab includes all the items that a player can equip. It is broken down into Weapons, Armor, Gear, Implements, and Consumables sub-tabs.Crafting: This tab includes all the items that the player uses in crafting. It is broken into Raw for raw materials, Salvage for salvaged materials, Refined for raw or salvaged that have been refined into useable form, and Recipe sub-tabs. All: This tab displays all the items in the character’s inventory. Character SheetThe icon that looks like a piece of paper with the corner folded opens your Character Sheet window. This displays all your numerical character attributes, such as ability scores, skill totals, experience, defenses, etc. AchievementsThe icon that looks like a chalice opens your Achievement window. For each achievement, the name, level, description, and achievement points rewarded are listed. There is a filter at the bottom so you can only display achievements of a specific type (described in the advancement section of this document).The window is broken up into three tabs.In Progress: Those achievements you have made some progress on.Other: Those achievements you have not made any progress on and not pleted: Those Achievements you have completed. Chat WindowIn the lower left corner of the screen is your chat window. This is where you will see communications with other players. To type, press enter or click on the text field at the bottom of the window; either of these will activate the text field, and anything you type will be sent to the appropriate channel once you hit enter. There are four tabs, each of which lets you communicate on a different channel. You will only see the text for the channel you currently have selected, but if there are unseen messages on a tab you do not have selected that tab will highlight. You can also issue commands using the chat window as detailed in other sections of this document. General: This channel goes to everyone in the hex.Party: This channel goes to everyone in your party.Local: This channel goes to everyone within about 50 meters. Whisper: This channel displays whispers you have received. Action BarAt the bottom center of the screen is your action bar. It is where you slot your attack, expendable, and utility feats so you can use them in combat. Pressing 1-6 will activate your attacks (bottom row), while 7 and 8 activate your utilities (bottom 2 boxes). If you press and hold Alt this acts as a toggle so keys 1-6 activate your expendables (top row) and 7 and 8 activate your consumables (top 2 boxes). You can also click any action’s icon with the mouse to activate it.You have two weapon sets you can equip at a time, each of which consists of up to two hands worth of weapons (so a primary hand weapon and an off-hand weapon, a two handed weapon, or a weapon and an ammunition container) and an Implement. You can switch between these weapon sets by pressing “`” (the tilda key) or clicking on the icon to the right of your implement row (the circle divided into two halves, the lit half indicating which of the two sets is equipped). Weapon DisplaysTo the left and right of your action main action bar are circles containing icons. These icons represent the weapon types you have equipped in your primary and off-hand for your current weapon set. These change when you change weapon sets and your weapons are equipped through the Gear window. Implement DisplayTo the left of the Implement row of your action bar (top section) is a circle with an icon inside it. This icon represents the Implement you have equipped for your current weapon set. This changes when you change weapon sets Weapon SetsThe weapon set you have currently equipped is displayed in the icon to the right of the implement row of your action bar. Either the top or bottom half is highlighted, denoting which weapon set is equipped. Weapon FeatsThe bottom row of your action bar between the weapon icons is where you slot your weapon feats (physical attacks, cantrips, or orisons). All of these feats consume Stamina when activated. You can only slot feats compatible with the weapons you have equipped. Slots 1-3 are based on your Primary attacks from your main hand weapon while slots 4-6 are based on your Secondary attacks from your off-hand weapon. If you are wielding one weapon all of your slots are drawn from that weapon (with Primary attacks on 1-3 and Secondary on 4-6). Your feats are put in these slots by dragging them from the Feats window. These feats can be activated by clicking them or by pressing the appropriate number key when a creature is targeted. ExpendablesThe top row of your action bar is where you slot your Expendables. All of these feats consume Power and Stamina when activated. You can only slot Expendables that are compatible with the implement you have equipped. Expendables are activated by pressing Alt and 1-6 or by clicking on the appropriate expendable. Expendables have a cooldown timer that prevents them from being used in quick succession, and some Expendables may only be used once per combat. Utility Feats and Consumable ItemsTo the right of the main action bar are additional slots for your utility feats and consumable items. Utility feats are slotted by dragging them from your Feats window, while Consumables are slotted by dragging them from your inventory window. Using either of these consumes Stamina, and Consumable items are destroyed on use. You cannot open your Inventory in combat so you cannot equip more Consumables in the middle of a fight. Utility feats are activated by pressing 7 or 8, while Consumables are activated by pressing Alt and 7 or 8. Either can be activated by clicking them. Character HUDWhen your character enters combat or takes any type of damage, the Character Heads Up Display (HUD) will appear near your character’s waist. This displays your character’s current combat-vital statistics.(Note: This UI element appears when using Stamina (when sprinting, for example) or when engaged in combat. It will not always be visible.)Hit Points: The red bar across the bottom is your Hit Points. When it is gone, you fall to the ground and begin bleeding to death. If you take 100 additional points of damage while bleeding to death you will die, and you automatically take 10 points of damage per second while bleeding to death. If you die, you will resurrect automatically at a Shrine of Pharasma (eventually you will have to choose to resurrect at a shrine or wait to see if an ally resurrects you – a future feature not yet implemented). Hit points are restored by time out of combat or by abilities, spells, and consumables. If this bar has a translucent portion that is another color, that is how many Hit Points you will lose soon due to a damage-over-time effect (the color denotes the effect type—Bleeding, Burning, or Afflicted—and which healing effects can reduce the effect before you take the damage). Injuries: If there is a smaller bar overlaying your Hit Point bar that is your Injury bar. It goes up each time you take a critical hit and, if it is greater than your Hit Points, you will suffer serious penalties. Injuries are removed using divine healing spells or resting in taverns and other special locations. (Injuries are not yet implemented.)Stamina: The blue bar is your Stamina. It is used when you make attacks using your weapon, but regenerates quickly. Sprinting applies Fatigue, damaging Stamina in a way that will recover much more slowly. If you are out of Stamina you will not be able to Sprint or use attacks. Power: The Yellow Bar is your power. It is used to fuel Expendables and some other powerful actions. It only comes back by resting at locations like taverns, camps, etc. If you are out of Power you cannot use any actions that require it. Buff/Debuff Indicators: To the sides of your Hit Point, Stamina, and Power bars are icons representing buff/debuff categories: Defenses, Resistances, Speed, and Attack Bonus. Chevrons above these symbols mean you have a buff that is increasing the effectiveness of that aspect of your character. Chevrons below these symbols mean you have a debuff that is reducing the effectiveness of that aspect of your character. The color of the chevrons represents the type of the buff or debuff. Some abilities can remove or reduce debuffs of particular types.Status Indicators: On the top middle of your combat HUD you will see icons appear when you are affected by certain status effects, like Opportunity, Flat-Footed, Unbalanced, etc. These make you vulnerable to certain types of attacks. Target HUDThe target HUD displays the same information as your combat HUD, but does so about the enemy. It appears over the head of the creature you have targeted. Also the color of the name of the creature denotes hostility, while icons denote the reason for any hostility.Green Names: This creature is friendly to you and has an existing social relationship with you, such as being members of the same company or being friends. Gray Names: This creature is not hostile to you but has no preexisting relationship with you. Red Names: This creature is hostile to you and you can attack them without penalty. You can use the indicators on the target’s HUD to time your own attacks for their greatest advantage.Mini-MapIn the lower right corner of the screen is the mini-map, which displays the area around the player from above. The arrow in the center of the mini-map indicates what direction the player is facing. Major terrain features are visible on the map, usually via differences in terrain color. There are a number of smaller UI elements spread around the map.Upper Left Corner (Hexagon): This displays the terrain type for the hex you are currently in. Lower Left (Circled I): This allows you to filter the mini-map to show only specific things. The options are:Players: Displays other playersMonsters: Displays monster as a red icon.Harvest Nodes: Displays harvest nodes as a white iconEvents: Displays locations important to ongong escalation eventsMap Pins: Displays any map pins placed by you or members of your partyLower Left (Plus and Minus Signs): The plus button zooms the map in while the minus button zooms the map out.Lower Right (Circled Arrow): This opens the map window. Achievements WindowIn the upper right corner of the screen is the achievements window. It displays those achievements you have most recently advanced. For each achievement, it displays the achievement points the achievement grants when completed and how far you have advanced the achievement. Your Character SheetLook at the upper left corner of the screen:Press the Sheet of Paper (2nd icon from the right) to open your Character Sheet.Characters in Pathfinder Online are defined by a number of traits:XP: You gain experience points over time, 100 per hour, no matter what you are doing and as long as you are subscribed (i.e. at all times during Alpha Testing). Even if you are logged off, you gain 100 XP every hour. If Goblinworks decides that it is necessary to reset XP accumulation for some or all characters during Alpha Test we will do so. When we begin Early Enrollment, we hope to avoid any reset or rollbacks of earned XP but that rule does not apply during Alpha TestingYou will use XP to acquire Feats from trainers in the Settlements.Ability Scores: These act as prerequisites for feats. Unlike in the tabletop game, Ability Scores do not provide modifiers to game mechanics. They all begin at 10. Each time you expend experience points for a feat, you may also raise your Ability Scores by some amount (Ability score increases are usually linked to the Ability Score prerequisites for a feat). So if a feat requires Strength, buying it will most likely raise your Strength. The ability scores are:Constitution: Health and durabilityDexterity: Agility and fine motor controlIntelligence: Intellect and information retentionPersonality: Charm and forcefulnessStrength: Physical vigor and cloutWisdom: Perception and force of willHit Points: Hit points represent how much damage you can take before you are rendered unconscious. Once you are unconscious, you can take 100 points of damage before dying (and you lose 10 every second while unconscious and perhaps more if something continues to inflict damage on you while you are unconscious). You can purchase more Hit Points with XP, and equipping various feats can also grant you Hit Points. When visible, your Hit Points will be represented by the red bar on the UI element associated with your character.Stamina (Not on Character Sheet): All characters have 200 Stamina. All actions (including attacks, utilities, and expendables) consume Stamina, as does sprinting. If you are out of Stamina, you cannot use any actions that consume it. Stamina is recovered at a rate of 10 points every second. When visible, your Stamina will be represented by the blue bar on the UI element associated with your character.Power (Not on Character Sheet): Power is consumed in addition to Stamina by expendables (more powerful abilities like spells, special powers, etc., that would normally be daily powers in the Pathfinder tabletop RPG). Power is regained through resting at special locations like taverns or camps. If you do not have the Power to pay the activation cost of an ability that requires it, you cannot use it. Power is also used for certain activated magic item actions. Most abilities that use Power are slotted in your implement, which is the top row of icons in your action bar. When visible, your Power will be represented by the yellow bar on the UI element associated with your character.(Note: This UI element appears when using Stamina (when sprinting, for example) or when engaged in combat. It will not always be visible.)Resistances: Resistances are how much you reduce incoming damage by. They are divided into several damage types and are improved by gear and buffs:Physical: All damage from solid implementsFire: Damage from flames and heatCold: Damage from frost and coldElectric: Damage from lightning and staticSonic: Damage from thunder and magically intense soundsAcid: Damage from dangerous chemicalsNegative: Damage from necromantic and other life-draining sourcesPsychic: Damage that affects the mind directlyHoly: Damage from divine (good AND evil) sources that is very hard to resistForce: Damage from pure magical energy that is very hard to resistDefenses: Defenses determine how difficult it is to hit a target. All attacks are made against one of the three defenses to determine if the attack hits. (Behind the scenes, a simulated attack roll is made and modified with various bonuses or penalties derived from the attacker’s abilities, gear, buffs & debuffs, and environmental effects) and, if it is higher than the target’s relevant Defense, the attack hits with full effect. If the result is lower than the Defense, the attack has a reduced effect.)Reflex Defense: Used against normal attacks and attacks where the main concern is getting out of the wayWill Defense: Used against attacks that primarily affect the mind or spiritFortitude Defense: Used against attacks that affect the body like poisons or diseaseAttack Bonuses: Attack bonuses make attacks more likely to hit. All attacks have the Base Attack Bonus applied to them with one other attack bonus applied based on the type of attack. Skills: Skills allow the character to perform special tasks like crafting items, harvesting resources, sneaking undetected, or perceiving those trying to be sneaky. InteractionsInteractions with NPCs and objects in the world are primarily carried out through the mouse. Left Click on an object, friendly NPC, or node in the world to Select.Right Click on an object, friendly NPC, or node to Interact. This can mean using the in-world object, talking to NPCS, gathering from nodes, etc. MovementMovement is controlled using the following keys.W: Move ForwardS: Move BackwardA: Turn left (Step left while using mouselook)D: Turn Right (Step right while using mouselook)Q: Step LeftE: Step RightR: AutorunX: Enter/Leave StealthShift: Toggle walk on and off if you are already movingCTRL: Toggle sprint on and off if you are already movingIn combat, moving at any speed faster than a walk puts a state on you called Opportunity. This makes some attacks, particularly melee attacks trained by the Fighter role, more effective. Pressing X will put you in Stealth, which will reduce your speed but make you more difficult to detect. Being in Stealth reduces the range at which you are visible to other characters and at what range you can be actively targeted by them. The effectiveness of Stealth is determined by comparing your Stealth skill to the Perception skill of those nearby. If your Stealth skill is higher you will remain undetected at closer ranges, while if their Perception is higher they will be able to see you at greater ranges.AdvancementFor each hour that passes, whether you are logged in or out, your primary character earns 100 experience points (XP). You spend these at training facilities in settlements to buy feats. Feats can also require achievement category points and minimum ability scores. Note that category points and ability scores are not spent, but instead act as gates on advancement. AchievementsWhen you complete achievements you get category points in one or more of the categories below. Adventure: These achievements are gained by finding interesting locations and defeating types of monsters. They are needed by Rogues, Rangers, and Barbarians.Arcane: These achievements are gained by defeating creatures with cantrip attacks and casting arcane spells. They are needed by Wizards, Sorcerers, and Bards.Class: These achievements are gained by reaching the requirements to advance in a role. They are needed by all roles and each role has its own set. Crafting: These achievements are gained by crafting items or refining resources. They are needed by anyone who seeks to craft or harvest items, especially Experts and Commoners. Divine: These achievements are gained through defeating creatures with orisons and divine spells and from healing others. They are needed by Clerics, Druids, and Paladins. Martial: These achievements are gained through defeating enemies with physical weapon attacks. They are needed by Fighters, Barbarians, Rangers, Rogues, and Paladins. Social: These achievements are gained through social interactions with other players. They are needed by Aristocrats. Ability ScoresYour six ability scores (Constitution, Dexterity, Intelligence, Personality, Strength, Wisdom) all begin at 10. Each time you buy a feat that relates to one of them, that ability score may go up a small portion. For example, if you buy more Hit Points, your Constitution goes up, and higher levels of Hit Points require higher Constitution. TrainersDifferent trainers train different feats, and you may have to explore to find new trainers in order to find the skills you want. Each skill, role, and combat style (e.g., heavy melee weapons vs. light melee weapons and ranged weapons) has its own trainer. You’ll find all of them in the starter town, but only up to a limited level. Finding skills beyond these basic trainers will require you to travel out in to the world and find new trainers. Fighter: Teaches skills needed to advance as a Fighter. Rogue: Teaches skills needed to advance as a Rogue.Cleric: Teaches skills needed to advance as a Cleric. Wizard: Teaches skills needed to advance as a Wizard.Dreadnaught: Teaches Strength- and Constitution-based weapon and armor feats.Skirmisher: Teaches Dexterity-based weapon and armor feats. War Wizard: Teaches direct-damage cantrips for wizards and sorcerers. Occultist: Teaches cantrips that are not direct-damage for wizards and sorcerers. Seminary: Teaches orisons for clerics and druids. FeatsCharacters advance by purchasing feats with XP. There are several broad types of feat:Combat Feats are abilities that are slotted on the Gear window or the Action Bar. A player can only slot a limited number of combat feats at a time (even if he or she has trained many) so players have to choose what role they are trying to play. Trying to cover all bases will likely result in being the master of none. Skills and Upgrades are constant bonuses that always apply to a character. Once purchased, they need not be slotted to be used. Most skills are involved in the crafting system, while upgrades provide some sort of bonus to the execution of feats like bonuses to defenses or attacks.Expendables are very similar to attack or utility feats, but are learned from items rather than trainers. You must have sufficient level in the implement’s proficiency to learn the expendable. They must be found from loot or bought from other players. Proficiencies allow you to use progressively more powerful weapons, armor, and implements. They are continually active and do not need to be slotted. ItemsAside from components and some low level equipment, items in Pathfinder Online are nearly all crafted by players. NPC merchants do not sell an unlimited supply of equipment; instead players will have to interact with each other either directly or through the auction house to get the goods they need. Until the markets get up and running, players will largely need to make their own gear or trade with each other directly. Money is an item like any other and has weight, must be carried, can be stolen, etc. (Coin is not currently implemented but it is coming Soon!)Items come in the following varieties. WeaponsWeapons are equipped in the Gear window and players can have two weapon sets, each with up to two weapons. All ranged weapons require ammunition that must be equipped in the off-hand’s ammo container. Once a weapon’s ammunition is consumed in a fight, it cannot be replenished until the fight is over. (Ammo consumption may not be implemented during alpha.)Weapons have a number of minor and major keywords; for each minor keyword on your weapon that matches with one on the attack you are using, you get a +5 bonus to damage. For each major keyword, you get a +20 bonus. Matching more keywords also improves the effects on your attack relative to your target’s armor keywords (i.e., your effects will be stronger against targets with fewer matched armor keywords and weaker against target with more matched armor keywords).Weapons are defined by the following traits:Range: The range of the attack. This is Melee (approximately 2 meters) or a listed range in meters (often 20 or 35). Handedness: This denotes how many hands the weapon occupies and where it can be equipped. This is normally Two-Handed or One-Handed. Damage Factor: This is the common damage factor for attacks from the weapon. Individual attacks will vary, but this gives a sense of the weapon’s average damage factor. Speed: This is the common speed for attacks from the weapon. Individual attacks will vary, but this gives a sense of the weapon’s average speed.Category: The type of weapon, such as a One-Handed Sword, which qualifies it for attacks that can be used with a variety of specific weapons of a general category. Encumbrance: The weight of the weapon. Weapons use the following attack types:Heavy Melee: These weapons rely on Strength rather than Dexterity to master. They tend to do more damage but be slower. Longswords, axes, two-handed swords, and greatclubs are examples of Heavy Melee weapons. Light Melee: These weapons rely on Dexterity rather than Strength to master. They tend to be fast but do less damage. Rapiers, Short Swords, and Daggers are examples of Light Melee Weapons. Ranged: These weapons are physical weapons that do damage at distance, like bows and crossbows. They rely on Dexterity to master and require ammunition, usually arrows or bolts, kept in a quiver.Arcane: These weapons harness arcane forces to do damage at range. Wands and staves are the most common examples of these weapons. Wands tend to be fast, single target weapons while staves tend to be slower but affect more targets. Wands require ammunition in the form of a charge gem which holds arcane power. Divine: These weapons harness divine forces to do damage at range or manifest basic heals and buffs. A divine focus is the most common example of these weapons. Foci require ammunition in the form of a charge gem which holds divine power. ArmorArmor comes in a single piece that, when equipped, covers the entire body. Armor has minor and major keywords like weapons, only these increase the protectiveness of the armor and the passive bonuses to hit points and defenses provided by the Armor feat you have equipped (each role has three Armor feats to select from for different builds of that role). In addition to these passive bonuses, Armor provides has the following traits.Base Physical: This is the base amount of damage resistance the armor has to physical damage (i.e. damage dealt by normal weapons), before keywords are applied. Base Energy: This is the base amount of damage resistance the armor has to all energy damage types before keywords are applied. Crit Resistance: This trait makes the wearer of the armor more resistant to suffering critical hits.Spell Penalty: This is the penalty to attacks that arcane spellcasters suffer if they cast spells or use cantrips while wearing the armor. (This is not implemented for alpha.)Reflex Penalty: This is the penalty to Reflex defense that you suffer while wearing the armor. Encumbrance: This is how much the armor weighs. Armor has the following types:Clothing: Clothing is favored by arcane casters because it is the only armor that does not interfere with their spells. It provides little physical resistance, but can be enchanted to provide the best energy resistance and does not affect movement. Light: Light armor is favored by rogues and other sneaky types. It provides a small amount of physical resistance and does not affect movement. Medium: Medium armor is favored by clerics and other mid-range combatants. It provides average physical resistance while also slightly decreasing speed. Heavy: Heavy armor is favored by fighters and other heavy combatants who don’t expect to move around much. It provides good physical resistance and a small amount of innate energy resistance, but greatly reduces speed. Miscellaneous GearMiscellaneous gear provides keywords that are used with Utility feats. Additionally, they can be enchanted in certain ways to provide specific types of bonuses:Fingers: Rings can be enchanted with any of the other types of effects. You can wear two rings.Head: Head slot items generally provide bonuses to skills or to crit resistance if it is a helmet. Back: The back slot is either used for cloaks, which generally provide some bonus to defenses or resistances, or is used for a backpack that increases encumbrance. Feet: Boots provide the major keywords for mobility- or defense-related Utilities, and can be enchanted to gain an additional bonus effect when using those Utilities.Hands: Gloves provide the major keywords for attack or healing-related Utilities, and can be enchanted to gain an additional bonus effect when using those Utilities.Consumables: Consumables must be slotted to be used and you can only have two slotted at a time, though you can have a stack of each to draw from. Most consumables are things like healing potions, scrolls, etc. Some consumables are not used during combat and instead give long-term buffs when consumed. Items that train recipes and Expendables are also consumables, and are destroyed when you learn the knowledge contained batAny time you take damage or make an attack, you enter combat. Your Character HUD appears as soon as you enter combat. To target a character, click the target with the mouse or use the Tab key to cycle through all available targets. Once you have a character targeted, you can use keys 1-6 to activate your attacks while Alt + 1-6 will activate your Expendables (on your implement). While in combat, you must manage your stamina and power in order to keep using your abilities. If you run out of stamina you will have to wait until it regenerates, but if you run out of power you will likely be out of power for the rest of combat. Most attacks and expendables have a cooldown timer, represented by a translucent overlay on the icon that disappears when the cool down is over. While the cooldown is in process, that feat cannot be used. Some expendables are only usable once per combat; once they are used you must wait for the combat to end before they become available again even if you have the power to use them.Certain weapons (e.g., bows, staves, wands, and foci) require ammunition, which is supplied by an off-hand container like a quiver or a charge gem. If you run out of ammunition, you cannot get more until the end of combat without using special feats. The Inventory, Gear, and Feat windows cannot be accessed while in combat. If you are reduced to 0 hit points, you begin bleeding out and fall helplessly to the ground. You take 10 hit points of damage per second while bleeding out, and, if you reach -100, you die. If you take damage while bleeding out, this damage is counted towards reaching -100. While bleeding out, normal healing spells will still affect you, and if they bring you back above 0 HP, you are able to begin acting again. If you attack one NPC in a group, they will all respond and attack you. Be careful of drawing more attention than you want if you are wearing little armor. DeathWhen you bleed to death, you are dead. For now, you automatically respawn at the closest shrine of Pharasma. When you respawn, your hit points and stamina are refreshed. Shrines are spread across the world and are usually no more than one or two hexes from where you died.LootIf you defeat an NPC in combat, you are automatically rewarded with Spoils and any specific items (like recipes) the creature has. Any items are automatically transferred to your inventory on creature death. (Eventually, you will have to click to loot non-Spoil items and Spoils will be event distributed to all killers.)Spoils are an abstract measure of contribution to an escalation cycle. When you open a chest (found in monster camps), your reward is based on your currently accumulated Spoils and consumes them in the course of opening the chest. Spoils are typed to different monsters, so you can’t usually redeem your goblin spoils at a chest in a bandit camp. Knowledge skills (Arcana, Dungeoneering, Geography, History, Local, Nature, Planes) and the Survival skill improve the rewards you get from chests, depending on the associated creature types (e.g., Survival improves your rewards from Animal chests).You will primarily get minor consumables (tokens), recipes, expendable training items, and crafting components as loot. You may occasionally get basic gear items.Reputation and PvPReputation is a measure of how much unsanctioned PvP you have taken part in. Unsanctioned PvP is any PvP combat outside of wars, feuds, defending yourself from attack, or combat in areas that have been declared free-for-all PvP zones. If you attack a player once outside of these conditions, you will receive a temporary attacker flag that makes you a free kill to anyone for one minute, but if you do not attack the target again within that minute the flag goes away. If you do attack the target again inside that minute, you get the full attacker flag, which lasts for several minutes after combat ends and allows anyone to kill you without penalty. Also, if you get the full attacker flag, you lose Reputation. You lose more Reputation the higher your target’s Reputation, the lower his or her power level (based on total ability scores), and the higher your own power level. If your Reputation drops too far, guards will attack you in town and you will be unable to use trainers or crafting facilities. (Currently there is no User Interface element that displays your Reputation. There will be.)Escalation CyclesMost hexes can become infected by monster populations through a system called escalation cycles. There are certain hexes on the map called Monster Hexes (they are marked with a lion icon). These hexes are dangerous, terrible places where monsters hold sway and players cannot claim as territory. From these hexes, monsters spread, infecting neighboring hexes if they are not dealt with. The rate of infection depends on the type of monsters involved (e.g., goblins spread faster than ogres). In an infected hex, the monsters set up camps throughout the hex in addition to smaller groups that are not with a camp. Defeating these creatures weakens the monster infection overall. Also, public quests become available in the hex that, when completed, further weaken the monsters. If the monsters are not opposed, they grow stronger over time, spawning more powerful creatures and more difficult public quests. If the monsters are not stopped, they eventually reach their victory condition and their leaders spawn in the hex they started from to claim victory. The leader can be killed in this case, but the rewards for doing so are meager compared to beating the escalation cycle into submission and then defeating the leader. If players manage to reduce the strength of the escalation cycle in the home hex to a very low level, the leader will spawn to challenge them. Defeating the leader in this case will be very difficult without first defeating the neighboring infected hexes (as they will feed strength into the original hex if they are not dealt with). Defeating the escalation cycle leader after reducing the home hex to very low strength results in greater rewards. CraftingMost items in Pathfinder Online are crafted by players, meaning all your weapons, armor, implements, etc. will be gained by making them yourselves or interacting with other players. There will not be merchants selling equipment (aside from player-run auction houses) and monsters will not drop finished gear beyond basic gear in the starter areas. Items are made by gathering raw materials, refining them into components, then crafting them into finished goods.Raw MaterialsRaw material components drop from creatures or chests (often as “salvage”) and are gathered from nodes. The skills used for gathering are Dowser, Forester, Miner, and Scavenger (each targeting a different type of gathering node). Gathering a lot of a specific resource in a given hex will make that resource appear in fewer nodes and tend to be of greater weight (as only the lower-concentration versions remain). Higher Knowledge skills (Arcana, Dungeoneering, Geography, History, Local, Nature, Planes) and Survival improve the chances of getting salvage items from chests, depending on the associated creature types.Often, raw materials will vary in their prefix to indicate greater weight (e.g., Dilute, Fair, Infused, or Potent chemicals), creating difficulty getting less pure materials back to a safe location. These items are identical once refined: Dilute Foxfire and Infused Foxfire both count as a single unit of Foxfire once refined. In most cases, you should use up the heavier ones first.Raw materials have one or two “stocks.” This is often just the name of the item (e.g., all purities of Iron Ore have the Iron Ore stock). Some materials, particularly herbs, minerals, and salvage, can be used for two different things (e.g., Foxfire is Weak Acidic and also Weak Luminous). Materials with one stock are often more straightforwardly and generally useful, while those with two may be less frequently used but have more options when they are.The item’s stock is used when making refined components.Refined ComponentsSeveral profession skills are used to turn raw materials into refined components that can be used with craft skills. The skills used are:Apothecary (chemical)Gemcutter (gem)Sage (essence)Sawyer (wood)Smelter (metal)Tanner (leather)Weaver (cloth)To refine, you must have access to an appropriate facility, have trained the relevant skill, and have learned a particular recipe (which may demand a minimum rank in the skill). For example, to make Dwarven Steel Ingots, you need to be a Smelter of at least rank 7, have learned a recipe for those ingots, and be at a smelting facility of sufficient level.Recipes come in four variations for each component: +0 to +3. You usually get the +0 variation for free upon training the minimum rank that supports it, but to acquire recipes +1 to +3, you must find recipe consumables in the world and use them to learn the upgraded recipe. You do not have to have the entire sequence (e.g., you might only have +0 and +2 of a recipe).Each upgrade of a recipe consumes more components than the base recipe (generally 20% more per upgrade), as you use only the choicest pieces and discard results that didn’t meet your standards. However, as your skill improves, there is an increasing random chance that each component created improves for free by one or two pluses. The only way to get a +5 component is as a bonus result of a batch of +3 components.When you’ve loaded the refining interface by clicking the door of the appropriate facility, your screen displays (on the left panel) a list of the recipes you know for that facility. Selecting a recipe displays the item that will be output (on the top right panel), and the material requirements to create it (in the center right panel). Each recipe will often produce several components at a minimum, and you can increase the output by that number (e.g., if a recipe outputs five items, you can make five, ten, fifteen, etc.). Selecting multiple batches increases the required materials by a proportionate amount, but averages any inputs across the increased batch (i.e., each batch is not made independently).You can now fill the required materials for the item by clicking the icons for each stock required and selecting items from your inventory and storage to meet that requirement (selecting from the panel that appears once you’ve clicked a stock). For example, Dwarven Steel Ingots +2 requires 14 Lodestone, 28 Iron Ore, and 28 Coal for every five ingots. As mentioned above, some materials count for multiple stocks, so make sure you’re not using a material you’d rather use in another recipe for its second stock.Once you’ve made all your selections, the recipe is ready to Add to Queue (consuming the materials and queuing up the job). The total time for production is based on your skill level, the facility level, and the difficulty of the recipe. Once added to your queue, you can see how long it will be before the item is output (in the queue panel in the bottom right). This countdown progresses whether or not you are online, so you can queue up several jobs and expect that they’ll be significantly advanced if you come back later. Once you have queued up at least 24 hours’ worth of refining, you cannot add anymore (e.g., if you had 23 hours in the queue currently, you could add something that would take three hours, but then not any further jobs).Once you’ve refined a few components, you can sell them to a crafter or make crafted items yourself.Crafted ItemsCrafting works similarly to refining, but has some notable differences. The skills used for crafting are currently:Alchemist (consumables)Armorsmith (metal armors)Artificer (arcane weapons and implements)Bowyer (ranged weapons)Engineer (shields, campsites, and kit implements)Iconographer (divine and miscellaneous implements)Jeweler (jewelry accessory items and trophy charm implements)Leatherworker (leather armors and leather accessory items)Tailor (cloth armors and cloth accessory items)Weaponsmith (melee weapons)Crafting has several elements that are very similar to refining. You get a few recipes for free based on attaining the required rank, and must find the rest. You’ll use these recipes at a facility that supports them, and must have the right skill and rank to learn them. Once in the facility, recipe choice, output item, adding materials, and looking at the queue will appear in basically the same areas of the screen.Unlike refining, each recipe supports the whole range of plus values for an item; you’ll determine the final upgrade by which refined components you use to make the item. When you select from your inventory or storage to fill a component requirement, the average value of all components used is displayed (e.g., if you need five Dwarven Steel Ingots, and choose two +0 and three +1 ingots, that stack will display +0.6). The collected values of all component stacks required is averaged together (with some weighting based on tier variations and your total craft skill) to generate the final output value and how close it is to going up to the next plus. If you’re very close to another plus, you might want to swap a few weak components with some stronger ones, and if you’re midway into a plus, you may want to replace some better components with weaker ones so as to not waste them (remainders are lost).On many items, you can apply an enchantment (an additional recipe that has a minimum Spellcraft rank that you must have learned separately). This is selected from the far right panel from those enchants that are appropriate to the item you are crafting. This is the only way to add magical properties to an item; once it’s crafted, you cannot enchant it subsequently, and will be limited to its base properties. Enchanting an item adds an additional component stack requirement, and that’s figured into the final upgrade total of the item (e.g., if you add an enchantment with +0 components to a previously +3 item, it might be reduced to a +2 or even +1 item depending on the new average). (Enchantments may not be available until late Alpha or Early Enrollment.)As with refining, once you’ve made all the required selections, you can add the item to your queue and will receive it when its job time is complete. Unlike refining, there is no chance that it will come out at a higher plus; the bonus for high crafting skill is a small predictable increase to the plus of the final pany WindowKey CommandsMouseLeft Click on an object, friendly NPC, or node in the world to Select.Right Click on an object, friendly NPC, or node to Interact. This can mean using the in-world object, talking to NPCS, gathering from nodes, etc. Left Click on a creature to Target.Right Click on a creature to bring up a Context menu.Left Click and hold to change what direction you are looking.Right Click and hold to mouselook, changing the direction you are facing.MovementW: Move ForwardS: Move BackwardA: Turn left (Step left while using mouselook)D: Turn Right (Step right while using mouselook)Q: Step LeftE: Step RightR: AutorunX: Enter/Leave StealthShift: Toggle walk on and off if you are already movingCTRL: Toggle sprint on and off if you are already movingAttacksTab or Left Click: Target creature1-6: Activate attacks on equipped weapon against targetAlt + 1-6: Activate attacks from equipped implement against target` (the button Left of 1): Switch to alternate weaponsAlt + `: Switch to alternate implement7-8: Use Utility FeatAlt + 7-8: Use Consumable ItemWindowsC: Character SheetF: FeatsH: Equipped feats and itemsI: InventoryM: World MapF11: AchievementsEffects GlossaryThis list summarizes the results and intentions of effects that are listed with most attacks.Effect TypesAoE: Area of effect actions attack all targets within the AoE template.Healing: Healing effects restore damage or remove debilitating effects.Misc. Buff: Miscellaneous buffs apply a beneficial effect to the bearer for a certain amount of time; reapplications of the effect reset the time but do not add to it.Misc. Debuff: Miscellaneous debuffs apply a detrimental effect to the bearer for a certain amount of time; reapplications of the effect reset the time but do not add to it.Misc. Effect: Miscellaneous effects do variable things for the attack not covered by the other types.Restriction: Restrictions make the attack less effective or more dangerous to use in some way.Stacking Debuff: Stacking debuffs have an effect proportional to the number of stacks, and stacks are removed over time at a rate based on the bearer’s Recovery stat (i.e., lose stacks from all debuffs equal to Base Recovery plus that specific type of Recovery each round).State: States are essentially Miscellaneous Debuffs that don’t have an innate effect: they simply set up other attacks to have a greater effect.Status DescriptionsWorking: This effect should be fully implemented. If it does not match the description, problems should be bugged.Bugged: This effect should be fully implemented, but currently has one or more known bugs.Needs Tweaks: This effect is implemented, but is missing some modifications to the original design.Near Future: This effect is a high priority to add very soon.Unimplemented: This effect has not been implemented, and will come in based on priority for getting different attacks into game.Undesigned: This effect is a low priority for addition, as there are major tech considerations as to how it is designed.Current Effects ListEffect NameTypeDescriptionAreaAoEThis is a radial AoE that affects all targets within twelve meters of the origin. It is the largest radial AoE.Blast, LongAoEThis is a cone AoE that affects all targets within twenty degrees to either side of the line between attacker and target. It has the full range of the weapon.Blast, Melee LongAoEThis is a cone AoE that affects all targets within sixty degrees to either side of the line between attacker and target. Its range is normal (for melee).Blast, Melee ShortAoEThis is a cone AoE that affects all targets within thirty degrees to either side of the line between attacker and target. Its range is normal (for melee).Blast, ShortAoEThis is a cone AoE that affects all targets within thirty degrees to either side of the line between attacker and target. It only has half the weapon’s range.BurstAoEThis is a radial AoE that affects all targets within six meters of the origin. It is the median radial AoE.SplashAoEThis is a radial AoE that affects all targets within melee range of the origin. It is the smallest radial AoE.StreakAoEThis is a line AoE that affects all targets intersected by a line drawn from the attacker through the target up to the maximum range of the attack.ImmobilizeBlockerThis crowd control prevents the character from moving (but not from attacking). It is resisted by Freedom.InterruptBlockerThis effect causes the attack the target is currently animating to immediately fail (if it is still within its interruption window). It is resisted by Mind Blank.KnockdownBlockerThis effect is essentially a Stun that is animated as knocking the target prone, and thus gives the character a defensive bonus against ranged attacks. It is resisted by Freedom.Stun/ParalyzeBlockerThis effect prevents the target from moving or using any actions. It is resisted by Freedom.Break EnchantmentHealingThis heal removes magical debuffs (debuff removal effects may change soon due to changes in debuff channels).HealHealingThis heal restores Hit Points. Heals HP equal to included number (eventually will have variation to heal % of max HP).Shrug OffHealingThis heal removes physical debuffs (debuff removal effects may change soon due to changes in debuff channels).[Energy] AttunedMisc. BuffThis buff improves Resistance to the specified energy type. It is the weaker form of [Energy] Resistant.[Energy] ResistantMisc. BuffThis buff improves Resistance to the specified energy type. It is the stronger form of [Energy] Attuned.AimingMisc. BuffThis buff improves the next ranged attack, and is granted by hitting a Stealthed character while Alert. It is the weaker form of Striking. +15 Ranged, Arcane, and DivineAlertMisc. BuffThis buff improves Perception and Sense Motive, and transforms into Aiming upon hitting a Stealthed character. It is the weaker form of Aware. +15 Perception, +10 Sense Motive (Sense Motive not currently implemented as a skill)AvoidingMisc. BuffThis buff improves Reflex (and is stronger when the character also has Opportunity). It is the weaker form of Dodging. +10 Reflex, +20 with OpportunityAwareMisc. BuffThis buff improves Perception and Sense Motive, and transforms into Striking upon hitting a Stealthed character. It is the stronger form of Alert. +45 Perception, +20 Sense Motive (Sense Motive not currently implemented as a skill)DefendingMisc. BuffThis buff improves Reflex, and transforms into Replying upon taking melee damage. It is the weaker form of Parrying. +10 ReflexDodgingMisc. BuffThis buff improves Reflex (and is stronger when the character also has Opportunity). It is the stronger form of Avoiding. +20 Reflex, +40 with OpportunityEmpoweredMisc. BuffThis buff improves Base Attack and Base Defense. It is the stronger form of Favored. +30 Base Attack and Base DefenseEnduringMisc. BuffThis buff improves Regeneration, Max Hit Points, and Fortitude. It is the weaker form of Tenacious. +2% Regen, +100 HP, +10 FortitudeFast HealingMisc. BuffThis buff improves Regeneration. It is the weaker form of Regenerating. +3% RegenFavoredMisc. BuffThis buff improves Base Attack and Base Defense. It is the weaker form of Empowered. +10 Base Attack and Base DefenseFreedomMisc. BuffThis stacking buff improves resistance to mental control effects. [Stack Size] added to defense total vs. affected Control effectsHastedMisc. BuffThis buff improves Speed, Base Attack, and Reflex. It is the stronger form of Quickened. +30% Speed and +15 Base Attack and ReflexMightyMisc. BuffThis buff improves Heavy Melee attack, Physical Damage, and Encumbrance. It is the stronger form of Strengthened. +30 Heavy Melee, +9 Physical Damage, and +30 EncumbranceMind BlankMisc. BuffThis stacking buff improves resistance to mental control effects. [Stack Size] added to defense total vs. affected Control effectsParryingMisc. BuffThis buff improves Reflex, and transforms into Riposting upon taking melee damage. It is the stronger form of Defending. +20 ReflexQuickenedMisc. BuffThis buff improves Speed, Base Attack, and Reflex. It is the weaker form of Hasted. +10% Speed and +5 Base Attack and ReflexRegeneratingMisc. BuffThis buff improves Regeneration. It is the stronger form of Fast Healing. +10% RegenReplyingMisc. BuffThis buff improves the next melee attack, and is gained from being hit in melee while Defending. It is the weaker form of Riposting. +15 Heavy Melee and Light MeleeRipostingMisc. BuffThis buff improves the next melee attack, and is gained from being hit in melee while Parrying. It is the stronger form of Replying. +30 Heavy Melee and Light MeleeStrengthenedMisc. BuffThis buff improves Heavy Melee attack, Physical Damage, and Encumbrance. It is the weaker form of Mighty. +10 Heavy Melee, +3 Physical Damage, and +10 EncumbranceStrikingMisc. BuffThis buff improves the next ranged attack, and is granted by hitting a Stealthed character while Aware. It is the stronger form of Aiming. +30 Ranged, Arcane, and DivineTenaciousMisc. BuffThis buff improves Regeneration, Max Hit Points, and Fortitude. It is the stronger form of Enduring. +5% Regen, +300 HP, +30 FortitudeOpenMisc. DebuffThis debuff penalizes Reflex (and is usually applied as a drawback of a heavy attack). It is the stronger form of Unguarded. -30 ReflexRevealedMisc. DebuffThis debuff temporarily prevents the character from being in Stealth.UnguardedMisc. DebuffThis debuff penalizes Reflex (and is usually applied as a drawback of a heavy attack). It is the weaker form of Open. -10 Reflex[Energy] DamageMisc. EffectWithout this effect, the attack is made against the target’s Physical resistance. If this effect is present, it may target another resistance (Physical is included for consistency among similar attacks).Base DamageMisc. EffectThis attack does the specified amount of additional base damage.BeneficialMisc. EffectThis effect transforms an attack into a utility effect: it does not make an attack roll (or trigger attacker flags) and is totally beneficial to the target.ChargeMisc. EffectThis effect immediately moves the attacker into melee range of the target before completing the attack.DispellingMisc. EffectThis effect reduces the duration of magical buff on the target with the longest remaining duration, and applies the Disrupted state if any buff was affected. Reduces longest duration supernatural buff by six secondsEvadeMisc. EffectThis effect immediately moves the attacker directly away from the target to a specified distance after completing the attack.Improved CriticalMisc. EffectThis effect improves the attack’s chance to get a critical hit by a specified amount (and has no effect if the attack total is under the defense total).KnockbackMisc. EffectThis effect immediately moves the target directly away from the attacker to a specified distance after completing the attack. It is resisted by Freedom.No TargetMisc. EffectThis effect removes the requirement of a target to initiate an attack (because it is a pure self-buff or a Point Blank AoE).PenetratingMisc. EffectThis effect deals a small amount of additional base damage proportional to the target’s Resistance that is applied after Resistance is applied. Essentially, it reduces the target’s armor by 10%, and still does a small amount of damage even if the target’s armor would normally reduce the attacker’s damage to zero. Currently deals Extra Damage equal to 10% of target’s resistance; likely to change to a % reduction in target’s armor totalPreciseMisc. EffectThis effect increases the attack’s bonus by a specified amount, increasing the chance the attack will hit for full damage and increasing chance to crit (unlike Improved Critical, which only increases chance to crit).Targets [Defense]Misc. EffectWithout this effect, the attack is made against the target’s Reflex. If this effect is present, it may target another defense (Reflex is included for consistency among similar attacks).Provokes OpportunityMisc. RestrictionThis restriction applies the Opportunity state to the target for the duration of the attack animation. It is extremely common on ranged and magical attacks.StationaryMisc. RestrictionThis restriction prevents the attacker from moving for the duration of the attack animation (normally, characters can move while making an attack).AfflictedStacking DebuffThis debuff represents the damage component of various toxins, diseases, and similar effects. It deals damage over time and penalizes Reflex (due to mobility-impairments of the affliction). Deals ([Stack Size]/10)% of max HP damage per round (e.g., 10% of max HP at 100 stacks) and Reflex reduced by half of [Stack Size]BleedingStacking DebuffThis debuff represents the damage component of open, bleeding wounds. It deals damage over time and penalizes Fortitude (due to the increased ease of infection from open wounds). Deals ([Stack Size]/10)% of max HP damage per round (e.g., 10% of max HP at 100 stacks) and Fortitude reduced by half of [Stack Size]BurningStacking DebuffThis debuff represents the damage component of burning (usually from fire attacks, but potentially also from electricity, acid, etc.). It deals damage over time and penalizes Will (due to the lack of concentration from the severe pain). Deals ([Stack Size]/10)% of max HP damage per round (e.g., 10% of max HP at 100 stacks) and Will reduced by half of [Stack Size]DrainedStacking DebuffThis debuff represents magical debilitation, and is almost exclusively applied by necromancy, curses, and other negative-energy-damage attacks. It penalizes Base Attack and Base Defense. Base Attack and Base Defense reduced by half of [Stack Size]ExhaustedStacking DebuffThis debuff represents exhaustion due to electric attacks and other painful attacks that “knock the wind out of” the target. It penalizes maximum Stamina. Reduces max Stamina by amount equal to [Stack Size] and proportionately lowers Stamina regenerationFrightenedStacking DebuffThis debuff represents debilitation due to fear, either from magical or psychological sources. It penalizes Base Attack and Base Defense. Base Attack and Base Defense reduced by half of [Stack Size]ObliviousStacking DebuffThis debuff represents a wide variety of effects that penalize the target’s sight and hearing, such as blinding lights, smoke, attacks to the head, darkness, etc. It penalizes Base Attack and Perception. Base Attack and Perception –[Stack Size]RazedStacking DebuffThis debuff represents damage to armor, often from acid attacks or physical sundering attacks. It penalizes Physical Resistance. Physical Resistance –([Stack Size]/4] (e.g., -25 Physical Resistance at 100 stacks)SlowedStacking DebuffThis debuff represents being slowed down due to freezing, binding, or hamstringing attacks. It penalizes Speed and Reflex. Reflex –[Stack Size] and Speed reduced by half of [Stack Size]%DazedStateThis state represents a short lack of focus from being hit in the head or mentally affected. It leaves the target momentarily subject to side-effects of many attacks, particularly those with a mind-affecting, distracting, or intimidating component. Most common on attacks for Bludgeoning physical weapons, Psychic and Quickening arcane weapons, and Occult divine weaponsDisruptedStateThis state is applied by having a beneficial magical effect Dispelled. It leaves the target momentarily subject to side-effects of many magical attacks.DistressedStateThis state represents a short bout of debilitation, often from being cut or burned. It leaves the target in pain and with open wounds and, thus, momentarily subject to side-effects of many attacks, particularly those with an ability to exacerbate pain or infect wounds. Most common on attacks for Slashing and Piercing physical weapons, Charged arcane weapons, and Elemental divine weaponsFlat-FootedStateThis state is applied when first starting combat and by certain distracting attacks (like Feint). It leaves the target vulnerable to sneak attack and other Rogue-specific attacks.OpportunityStateThis state is briefly applied by moving quickly in combat, making most ranged and magic attacks, and other similar sources to tabletop. It leaves the target vulnerable to side-effects of attacks that try to stop the target from moving or acting and other Fighter-specific attacks.UnbalancedStateThis state represents being knocked off balance. It leaves the target slightly unguarded and momentarily subject to side-effects of attacks that can capitalize on such an opening. Most common on attacks for two-handed physical weapons, Diminishing and Somatic arcane weapons, and Battle divine weapons ................
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