Difference between revisions of "Items"

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Currently equipment is in flux far to much to merit documenting it, as things approach stable status this will be filled.
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==Item Tiers==
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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.]]
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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).
  
== Item Quality ==
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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,
[[File:Items (example of a purple item).jpg|thumb|right|300px|An example of a fancy item with combat enhancing properties.]]
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to lowering the cost of spells or even increasing [[Haste|sprint speed]] !
Items appear to come in different "qualities". Note this may still change a lot during alpha.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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! Item Tier !! Properties
 
|-
 
|-
| style="width:100px;font:bold 15px Georgia,serif;"| White || 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="color:#04c304;font:bold 15px Georgia,serif;"| Green || "Uncommon" tier? Often have one simple damage increase such as "Archery Damage +1" and one Combat Ability enhancing property such as "All Multishot attacks deal +12 damage"
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| 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:#c3b304;font:bold 15px Georgia,serif;"| Yellow || "Rare" tier?
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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 || These appear to have five properties. Some of those properties can boost various Combat Abilities. When such an item is available on a corpse and someones examine it, a distinctive sound can be heard.
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| style="{{ItemColor|3|Light}}font:bold 15px Georgia,serif;"| Exceptional || Three modifiers.
 
|-
 
|-
| style="color:#ff00ff;font:bold 15px Georgia,serif;"| Purple || Seem to be unique items with a unique description and interesting effects.
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| style="{{ItemColor|4|Light}}font:bold 15px Georgia,serif;"| Epic || Four modifiers.
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|-
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| style="{{ItemColor|5|Light}}font:bold 15px Georgia,serif;"| Legendary || Five modifiers.
 
|}
 
|}
  
== Gear and Equipment Types ==
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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.
  
; Main hand
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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).
: Bow &bull; Staff &bull; Sword
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==Augments==
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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.<ref name="blog1">http://www.eldergame.com/2012/05/gorgon-random-treasure/ Gorgon Random Treasure</ref>
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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)
  
; Off hand
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===Stacking Effects===
: Orb &bull; Shield
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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.
  
; Armor
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===How Skill Augments Apply===
: Chest &bull; Headgear &bull; Boots &bull; [[Belt]]
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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.<!-- hard to describe! -->
  
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==Gear and Equipment Types==
  
==Treasure Generation==
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; Main hand
It's far less likely for an item to have more than two skill requirements on it (Sept. 15 2014 Update).
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: Hammer
 +
: Staff
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: Sword
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: Beaker
 +
: Dagger
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: Cestus/Katar/Knuckles/Fist
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: Lute
  
==Harvesting Items==
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; Off hand
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: Orb : Orbs tend to have an augment that reduces the Power Cost of abilities up to -25%
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: Shield
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: Bow : Of notice, '''Critical Damage %''' that comes with '''Anatomy''' skills appear to work only for Bows.
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: Flask
 +
: Claw
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: Horn/Ocarina
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: Dirk
  
The following items offer additional options for interacting with the wold, when they are present in the inventory:
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; [[Armor]]
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: [[Belt]]s
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: Boots
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: Chest
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: Legs
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: Headgear
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: Gloves
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: Neck
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: Ring
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: Earring
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: Navel Gem
  
{| class="wikitable"
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==Legacy Information==
|-
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===Treasure Generation===
| style="width:20%;"|Autopsy Kit || Allows figuring out "how someone or something died" with the [[pathology]] skill. A simple Autopsy Kit is first obtained in the tutorial cave. Examining corpses will also raise related '''Anatomy''' skills such as "Rodent Anatomy" and "Undead Anatomy". As these skills increase you will be able to see more details about the enemies before engaging them, such as what abilities they use, and what type of weaknesses they have.
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* "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."
|-
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===Lucky Belts===
| Butcher Knife || Allows [[butchering]] of corpses for organs and meat. Can be bought from [[Fainor]].
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[[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.
|-
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| Handsaw || Allows harvesting wood. A Handsaw can be bought from [[Therese]] in Serbule.
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==References==
|-
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<references />
| Shovel || Gives the option of burying the corpses of deceased monsters, which makes replacement monsters appear more quickly.
 
|-
 
| Simple Skinning Knife || Allows removing fur or skin of an animal with the [[skinning]] skill.
 
|}
 

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