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).]]
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[[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 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).
  
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 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,  
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to lowering the cost of spells or even increasing [[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"
 
 
{| {{STDT}}
 
 
! Item Tier !! Properties
 
! Item Tier !! Properties
 
|-
 
|-
| style="width:100px;font:bold 15px Georgia,serif;"| Common || Those are common, basic items.
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| style="width:100px;{{ItemColor|0|Light}}font:bold 15px Georgia,serif;"| Common || Those are common, basic items.
 +
|-
 +
| style="{{ItemColor|1|Light}}font:bold 15px Georgia,serif;"| <!--green-->Uncommon || One extra power, chosen as appropriate for the difficulty of the monsters.
 
|-
 
|-
| style="color:#04c304;font:bold 15px Georgia,serif;"| <!--green-->Uncommon || One extra power, chosen as appropriate for the difficulty of the monsters.
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| style="{{ItemColor|2|Light}}font:bold 15px Georgia,serif;"| <!--cyan-->Rare || Two modifiers.
 
|-
 
|-
| style="color:#00e7e7;font:bold 15px Georgia,serif;"| <!--cyan-->Rare || Two or three extra powers, chosen as appropriate for the difficulty of the monster.
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| style="{{ItemColor|3|Light}}font:bold 15px Georgia,serif;"| Exceptional || Three modifiers.
 
|-
 
|-
| style="color:#ff00ff;font:bold 15px Georgia,serif;"| Epic || Two to four extra powers, with at least one power significantly more potent than lower tiers.
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| style="{{ItemColor|4|Light}}font:bold 15px Georgia,serif;"| Epic || Four modifiers.
 
|-
 
|-
| style="color:#c3b304;font:bold 15px Georgia,serif;"| Legendary || Three to five extra powers, with at least one power significantly more potent than lower tiers.
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| 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.
0
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For a full list of treasure effects, check [[List of Treasure Effects]].
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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==
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: <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)
 
===Treasure Generation===
 
* "It's far less likely for an item to have more than two skill requirements on it" (Sept. 15 2014 Update).
 
  
 
===Stacking Effects===
 
===Stacking Effects===
In general, augments with the same name don’t stack. So you might find a helmet and a shirt that have “Enchanted Punch Damage +5″, but wearing both doesn’t give you a +10 bonus, just a +5 bonus. However, many abilities come in several flavors. For instance, there might be Enchanted Punch Damage (magically enhancing your fists), Comfort-Bonus Damage (you can hurt people more because your armor is so comfortable), and Placebo Effect Bonus (your punches do extra damage because you think they will). These have different names, so they all stack.<ref name="blog1"/>
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All augments, flat or percent damage increase, stack. Augments with a chance to proc each roll their chances and may proc separately.
 
 
+% Damage to a Skill (eg. "Sword Damage +20%") '''stacks'''.
 
 
 
===Lucky Belts===
 
[[Belt|Lucky Belts]] attune the random-treasure system to specific skills. Be sure to wear the proper belt so that the loot you find is much more likely to enhance your choice of primary and secondary skills.
 
  
 
===How Skill Augments Apply===
 
===How Skill Augments Apply===
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; Main hand
 
; Main hand
: Bow : Of notice, '''Critical Damage %''' that comes with '''Anatomy''' skills appear to work only for Bows.
 
 
: Hammer
 
: Hammer
 
: Staff
 
: Staff
 
: Sword
 
: Sword
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: Beaker
 +
: Dagger
 +
: Cestus/Katar/Knuckles/Fist
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: Lute
  
 
; Off hand
 
; Off hand
 
: Orb : Orbs tend to have an augment that reduces the Power Cost of abilities up to -25%
 
: Orb : Orbs tend to have an augment that reduces the Power Cost of abilities up to -25%
 
: Shield
 
: Shield
 +
: Bow : Of notice, '''Critical Damage %''' that comes with '''Anatomy''' skills appear to work only for Bows.
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: Flask
 +
: Claw
 +
: Horn/Ocarina
 +
: Dirk
  
; Armor
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; [[Armor]]
: [[Belt]] : Lucky Belts attune the random treasure generation.
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: [[Belt]]s
 
: Boots
 
: Boots
 
: Chest
 
: Chest
 +
: Legs
 
: Headgear
 
: 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===
 +
[[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

Item Tiers

An example of an Epic 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 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
icon_5863.png
 
or
icon_5219.png
 
. 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
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