Difference between revisions of "Items"

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==Item Tiers==
 
==Item Tiers==
 
[[File:Items (example of a purple item).jpg|thumb|right|335px|An example of a Purple item (alpha build).]]
 
[[File:Items (example of a purple item).jpg|thumb|right|335px|An example of a Purple item (alpha build).]]
Items appear to come in different "qualities". Note this may still change a lot during alpha.
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Items come in six different rarity tiers, giving them 0-5 [[Treasure Effects|mods]] (plus any intrinsic mods the base item has). Crafted gear can be made "max-enchanted", usually by the addition of a rare gem like {{Item|Winterprize}} or {{Item|Vervadium}}. This will give the item one extra mod, e.g. a second-from-the-top tier item which normally has 4 mods would have 5 if max-enchanted.  This allows an item to reach it's maximum of 6 modifiers.
  
Currently in Alpha, Project: Gorgon's loot mechanics have similarities to ARPGs. There seems to be few "set" items with fixed properties, associated with a specific dungeon or boss. Instead, high tier items have largely random mods that could be anywhere from a "bad roll" to an "amazing item".
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As can be seen on the illustration, the properties on higher tier items can make a dramatic difference to your character's potential depending which skills you specialize in, from increasing damage output, to the resilience of your pets, lowering the cost of your spells, and even increase your [[Haste|Sprint speed]]!
 
 
As can be seen on the illustration, the properties on higher tier items can make a dramatic difference to your character's potential depending which skills you specialize in, from increasing damage output, to the resilience of your pets, lowering the cost of your spells, and even increase your Sprint speed!
 
  
 
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{| class="wikitable"
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When a creature is slain, a special effect and distinctive sound indicates that there is '''Rare''', '''Epic''' or '''Legendary''' loot on them.
 
When a creature is slain, a special effect and distinctive sound indicates that there is '''Rare''', '''Epic''' or '''Legendary''' loot on them.
 
For a full list of treasure effects, check [[List of Treasure Effects]].
 
  
 
==Augments==
 
==Augments==

Revision as of 11:16, 8 January 2021

Item Tiers

An example of a Purple item (alpha build).
Items come in six different rarity tiers, giving them 0-5 mods (plus any intrinsic mods the base item has). Crafted gear can be made "max-enchanted", usually by the addition of a rare gem like
icon_5863.png
 
or
icon_5219.png
 
. This will give the item one extra mod, e.g. a second-from-the-top tier item which normally has 4 mods would have 5 if max-enchanted. This allows an item to reach it's maximum of 6 modifiers.

As can be seen on the illustration, the properties on higher tier items can make a dramatic difference to your character's potential depending which skills you specialize in, from increasing damage output, to the resilience of your pets, lowering the cost of your spells, and even increase your Sprint speed!

Item Tier Properties
Common Those are common, basic items.
Uncommon One extra power, chosen as appropriate for the difficulty of the monsters.
Rare Two modifiers.
Exceptional Three modifiers.
Epic Four modifiers.
Legendary Five modifiers.

When a creature is slain, a special effect and distinctive sound indicates that there is Rare, Epic or Legendary loot on them.

Augments

Finding loot in Project: Gorgon is exciting because the game uses a "random treasure" system which is more commonly found in ARPG games. Players can occasionally strike gold with an amazing, game-balance-destroying item every now and again.[1]

For instance, if you’re an Unarmed fighter, you’ll love gauntlets that make your Punch attack heal you. You punch a lot, so that’s a huge power boost and very noticeable. On the other hand, you may prefer gauntlets that cause your Punch to do extra damage, or that cause your Cobra Strike to stun more reliably. But an amazing pair of gauntlets would do all three things.

Augments come in levels. For instance, the first tier of Health-Enchantment gives you +5 max health. The next tier gives you +10 health. And so on.

Here are a few examples of augments currently found in alpha:

<ability> attacks heals you for 120
<ability> causes your Sprint speed to increase by 10 for 10 seconds
<ability> also restores 30 armor to you
<ability> removes ongoing Poison effects (up to 30 dmg/sec)

Stacking Effects

All augments, flat or percent damage increase, stack. Augments with a chance to proc each roll their chances and may proc separately.

How Skill Augments Apply

Skill augments such as "Scintillating Flame restores 20 Power" work as long as the item is equipped, irrelevant if the item's associated skill is currently in use. So for example if the aforementioned mod was on a Bow, but you do not have "Archery" active, the mod still applies if you have Fire Magic in use.

Gear and Equipment Types

Main hand
Hammer
Staff
Sword
Beaker
Dagger
Cestus/Katar/Knuckles/Fist
Lute
Off hand
Orb : Orbs tend to have an augment that reduces the Power Cost of abilities up to -25%
Shield
Bow : Of notice, Critical Damage % that comes with Anatomy skills appear to work only for Bows.
Flask
Claw
Horn/Ocarina
Dirk
Armor
Belts
Boots
Chest
Legs
Headgear
Gloves
Neck
Ring
Earring
Navel Gem

Legacy Information

Treasure Generation

  • "In October 2016, the dev. changed the gear system to make single skill gear legacy. Now gear is two skill gear or one skill with generics."

Lucky Belts

Lucky Belts used to attune the random-treasure system to specific skills. Wearing the proper belt made it so that the loot you find was much more likely to enhance your choice of primary and secondary skills. This feature was changed in the 2015-12-06 patch. See the Belt article for more historical information.

References