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 | + | [[File:Items (example of a purple item).jpg|thumb|right|335px|An example of an {{ItemRarity|Purple}} item. Notice the two intrinsic mods (to Inventory Slots and Sprint Speed) listed in white, and the four (due to its rarity tier) additional mods listed in green.]] |
− | Items | + | Items come in six different rarity tiers, giving them 0-5 [[Treasure Effects|mods]] (plus any intrinsic mods the base item has). |
− | + | As can be seen in the illustration, the properties on high tier items can make a dramatic difference to a character's potential depending on ability specialization, from increasing damage output or the resilience of pets, | |
+ | to lowering the cost of spells or even increasing [[Haste|sprint speed]] ! | ||
− | + | {| class="wikitable" | |
− | |||
− | {| | ||
! Item Tier !! Properties | ! Item Tier !! Properties | ||
|- | |- | ||
− | | style="width:100px;font:bold 15px Georgia,serif;"| Common || Those are common, basic items. | + | | style="width:100px;{{ItemColor|0|Light}}font:bold 15px Georgia,serif;"| Common || Those are common, basic items. |
|- | |- | ||
− | | style=" | + | | style="{{ItemColor|1|Light}}font:bold 15px Georgia,serif;"| <!--green-->Uncommon || One extra power, chosen as appropriate for the difficulty of the monsters. |
|- | |- | ||
− | | style=" | + | | style="{{ItemColor|2|Light}}font:bold 15px Georgia,serif;"| <!--cyan-->Rare || Two modifiers. |
|- | |- | ||
− | | style=" | + | | style="{{ItemColor|3|Light}}font:bold 15px Georgia,serif;"| Exceptional || Three modifiers. |
|- | |- | ||
− | | style=" | + | | style="{{ItemColor|4|Light}}font:bold 15px Georgia,serif;"| Epic || Four modifiers. |
|- | |- | ||
− | | style=" | + | | style="{{ItemColor|5|Light}}font:bold 15px Georgia,serif;"| 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. | When a creature is slain, a special effect and distinctive sound indicates that there is '''Rare''', '''Epic''' or '''Legendary''' loot on them. | ||
− | + | ||
− | + | It is possible for an item to reach more than 5 treasure effects. Crafted gear can be crafted as "max-enchanted". Usually the max-enchanted recipe requires an additional rare gem like {{Item|Winterprize}} or {{Item|Vervadium}}. Using the max-enchanted recipe will give the item one extra mod. For example, a second-from-the-top ({{ItemRarity|p}}) tier item which normally has 4 mods would have 5 if max-enchanted. This allows an item to reach at most 6 modifiers upon being crafted (in the case that it is {{ItemRarity|Legendary}}). [[Augmentation]] (or [[Shamanic Infusion]]) can add one more to reach the upper limit of 7 (looted gear, which can't be max-enchanted, can only reach 6 at most). | |
==Augments== | ==Augments== | ||
Line 39: | Line 38: | ||
: <ability> also restores 30 armor to you | : <ability> also restores 30 armor to you | ||
: <ability> removes ongoing Poison effects (up to 30 dmg/sec) | : <ability> removes ongoing Poison effects (up to 30 dmg/sec) | ||
− | |||
− | |||
− | |||
===Stacking Effects=== | ===Stacking Effects=== | ||
All augments, flat or percent damage increase, stack. Augments with a chance to proc each roll their chances and may proc separately. | 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=== | ===How Skill Augments Apply=== | ||
Line 59: | Line 52: | ||
: Sword | : Sword | ||
: Beaker | : Beaker | ||
− | : | + | : Dagger |
− | : Cestus | + | : Cestus/Katar/Knuckles/Fist |
+ | : Lute | ||
; Off hand | ; Off hand | ||
Line 68: | Line 62: | ||
: Flask | : Flask | ||
: Claw | : Claw | ||
+ | : Horn/Ocarina | ||
+ | : Dirk | ||
− | ; Armor | + | ; [[Armor]] |
− | : [[Belt]] | + | : [[Belt]]s |
: Boots | : Boots | ||
: Chest | : Chest | ||
: Legs | : Legs | ||
: Headgear | : Headgear | ||
+ | : Gloves | ||
: Neck | : Neck | ||
: Ring | : Ring | ||
: Earring | : Earring | ||
: Navel Gem | : 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=== | ||
+ | [[Belt|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== | ==References== | ||
<references /> | <references /> |
Latest revision as of 12:33, 8 January 2021
Contents
Item Tiers
Items come in six different rarity tiers, giving them 0-5 mods (plus any intrinsic mods the base item has).
As can be seen in the illustration, the properties on high tier items can make a dramatic difference to a character's potential depending on ability specialization, from increasing damage output or the resilience of pets, to lowering the cost of spells or even increasing 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.
It is possible for an item to reach more than 5 treasure effects. Crafted gear can be crafted as "max-enchanted". Usually the max-enchanted recipe requires an additional rare gem like or . Using the max-enchanted recipe will give the item one extra mod. For example, a second-from-the-top (Epic) tier item which normally has 4 mods would have 5 if max-enchanted. This allows an item to reach at most 6 modifiers upon being crafted (in the case that it is Legendary). Augmentation (or Shamanic Infusion) can add one more to reach the upper limit of 7 (looted gear, which can't be max-enchanted, can only reach 6 at most).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
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
- ↑ http://www.eldergame.com/2012/05/gorgon-random-treasure/ Gorgon Random Treasure