Difference between revisions of "Augmentation"

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'''Augmentation''' encompasses four different skills that allow you to assign specific treasure effects to items. The four categories are: Jewelry, Ancillary Armor, Armor and Weapon augments. To learn how to apply augments, speak to [[Nightshade]].
 
'''Augmentation''' encompasses four different skills that allow you to assign specific treasure effects to items. The four categories are: Jewelry, Ancillary Armor, Armor and Weapon augments. To learn how to apply augments, speak to [[Nightshade]].
  
Learning augmentation is a multi-step process. [[Nightshade]] sends players to visit four of his associates: [[Poe]], [[Malgath]], [[Syndra]], and [[Gribburn]]. The player can then return to [[Nightshade]] to learn weapon augmentation, which makes it possible to train some abilities. The player then travels back to [[Poe]], [[Malgath]], [[Syndra]], or [[Gribburn]] in order to learn individual types of augmentation. Each of these sub-trainers has challenges such as having to use violence to reach their locations (i.e. [[Malgath]], [[Poe]]), learning [[Goblinese]] and gaining favor with [[Hogan]](e.g. [[Gribburn]], and carrying wood for the campfire so [[Syndra]] is warm enough to talk to the player.
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Learning augmentation is a multi-step process. [[Nightshade]] sends players to visit four of his associates: [[Poe]], [[Malgath]], [[Syndra]], and [[Gribburn]]. The player then reports back to [[Nightshade]]. After that, the player travels back to [[Poe]], [[Malgath]], [[Syndra]], or [[Gribburn]] in order to learn individual types of augmentation. Each of these sub-trainers has challenges such as having to use violence to reach their locations (i.e. [[Malgath]], [[Poe]]), learning [[Goblinese]] and gaining favor with [[Hogan]](e.g. [[Gribburn]], and carrying wood for the campfire so [[Syndra]] is warm enough to talk to the player.
  
Using [[Weapon Augmentation]] as an example, a player travels to [[Malgath]] in the Wolf Cave and gains his favor in order to train the first level skill called '''"Decompose Main Hand Weapon"'''. This skill will allow the player to take any enchanted (green or above) main hand weapon and break it down into "beads". The level and rarity of the weapon determine how many beads the player receives, between approximately 1 and 30 beads given out. Decomposition also rarely results in the creation of a [[Prism]], which are reagents used in [[Transmutation]].
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Using [[Weapon Augmentation]] as an example, a player travels to [[Malgath]] in the Wolf Cave and gains his favor in order to train the first level skill called '''"Decompose Main Hand Weapon"'''. This skill will allow the player to take any enchanted (green or above) main hand weapon and break it down into "beads". The level and rarity of the weapon determine how many beads the player receives. Decomposition also rarely results in the creation of a [[Prism]], which are reagents used in [[Transmutation]].
  
 
[[Weapon Augmentation]] teaches the player to extract "mods" from weapons. Extracting a specific mod effect costs beads. The crafting menu says it costs up to one bead per level of the effect(e.g. a staff that requires level 60 fire magic would cost up to 60 beads for a successful extraction of a fire magic effect).
 
[[Weapon Augmentation]] teaches the player to extract "mods" from weapons. Extracting a specific mod effect costs beads. The crafting menu says it costs up to one bead per level of the effect(e.g. a staff that requires level 60 fire magic would cost up to 60 beads for a successful extraction of a fire magic effect).
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For instance, extracting a psychology effect from a sword, the player uses [[tourmaline]] as the crystal in the extract augment recipe. The weapon and crystal are both destroyed in the process, but create an augment that can be placed on another weapon. The player's augmentation skill level determines the success of the extraction; the skill level should be within 10 levels of the weapon's level.(A level N player has a 100% chance of extracting a level N+10 power, but only a 10% chance of extracting a level N+20 power, and a 0% chance of extracting anything higher.) If you fail to extract an augment, the item is lost anyway. Even if the weapon and crystal are destroyed, the player still receives Weapon Augmentation experience
 
For instance, extracting a psychology effect from a sword, the player uses [[tourmaline]] as the crystal in the extract augment recipe. The weapon and crystal are both destroyed in the process, but create an augment that can be placed on another weapon. The player's augmentation skill level determines the success of the extraction; the skill level should be within 10 levels of the weapon's level.(A level N player has a 100% chance of extracting a level N+10 power, but only a 10% chance of extracting a level N+20 power, and a 0% chance of extracting anything higher.) If you fail to extract an augment, the item is lost anyway. Even if the weapon and crystal are destroyed, the player still receives Weapon Augmentation experience
  
Assuming everything went right in this example, the player receives an augment [[new example]] which can be applied to a different weapon. (In the past, augmentation resulted in oils, which are no longer used in the mechanic.)
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Assuming everything went right, the player receives an augment [[new example]] which can be applied to a different weapon. (In the past, augmentation resulted in oils, which are no longer used in the mechanic.)
  
The next step of augmentation is applying the extracted mod to another item. The attachment skills are learned from Nightshade once you have sufficient favor. The recipes for attaching items fall under the lore skill-line. The recipe uses a reagent specific to the type of augment--a ring or neck augment requires an ectoplasm for example. You can apply one augment to an item using the lore recipe. For additional enchanting options, please see transmutation.
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The next step of augmentation is applying the extracted mod to another item. The attachment skills are learned from Nightshade once you have sufficient favor. The recipes for attaching items fall under the lore skill-line. The recipe uses a reagent specific to the type of augment--a ring or neck augment requires an ectoplasm for example. You can apply one augment to an item using the lore recipe. For additional enchanting options, please see [[Transmutation]].
  
 
==Augmentation Skills==
 
==Augmentation Skills==

Revision as of 18:31, 29 July 2016


Augmentation encompasses four different skills that allow you to assign specific treasure effects to items. The four categories are: Jewelry, Ancillary Armor, Armor and Weapon augments. To learn how to apply augments, speak to Nightshade.

Learning augmentation is a multi-step process. Nightshade sends players to visit four of his associates: Poe, Malgath, Syndra, and Gribburn. The player then reports back to Nightshade. After that, the player travels back to Poe, Malgath, Syndra, or Gribburn in order to learn individual types of augmentation. Each of these sub-trainers has challenges such as having to use violence to reach their locations (i.e. Malgath, Poe), learning Goblinese and gaining favor with Hogan(e.g. Gribburn, and carrying wood for the campfire so Syndra is warm enough to talk to the player.

Using Weapon Augmentation as an example, a player travels to Malgath in the Wolf Cave and gains his favor in order to train the first level skill called "Decompose Main Hand Weapon". This skill will allow the player to take any enchanted (green or above) main hand weapon and break it down into "beads". The level and rarity of the weapon determine how many beads the player receives. Decomposition also rarely results in the creation of a Prism, which are reagents used in Transmutation.

Weapon Augmentation teaches the player to extract "mods" from weapons. Extracting a specific mod effect costs beads. The crafting menu says it costs up to one bead per level of the effect(e.g. a staff that requires level 60 fire magic would cost up to 60 beads for a successful extraction of a fire magic effect).

Extracting a specific effect requires a "crystal" as well. Putting the wrong type of crystal(e.g. using a redwall crystal because they're more readily available) will result in the item and crystal being destroyed, and the player will receive a message stating that they used the wrong type of crystal.

Using the right type of crystal requires matching up a specific gem's primary and/or secondary effect with the effect of the item. These effects are notated on the gems page.

For instance, extracting a psychology effect from a sword, the player uses tourmaline as the crystal in the extract augment recipe. The weapon and crystal are both destroyed in the process, but create an augment that can be placed on another weapon. The player's augmentation skill level determines the success of the extraction; the skill level should be within 10 levels of the weapon's level.(A level N player has a 100% chance of extracting a level N+10 power, but only a 10% chance of extracting a level N+20 power, and a 0% chance of extracting anything higher.) If you fail to extract an augment, the item is lost anyway. Even if the weapon and crystal are destroyed, the player still receives Weapon Augmentation experience

Assuming everything went right, the player receives an augment new example which can be applied to a different weapon. (In the past, augmentation resulted in oils, which are no longer used in the mechanic.)

The next step of augmentation is applying the extracted mod to another item. The attachment skills are learned from Nightshade once you have sufficient favor. The recipes for attaching items fall under the lore skill-line. The recipe uses a reagent specific to the type of augment--a ring or neck augment requires an ectoplasm for example. You can apply one augment to an item using the lore recipe. For additional enchanting options, please see Transmutation.

Augmentation Skills

Jewelry Augmentation
Learn from Poe in the Myconian Cave. Requires 25 Alchemy, 25 Toolcrafting.
Weapon Augmentation
Learn from Malgath in the Wolf Cave. Requires 25 Alchemy, 25 Blacksmithing.
Armor Augmentation
Learn from Syndra in a barn in central Kur Mountains. Requires 25 Alchemy, 25 Leatherworking.
Ancillary-Armor Augmentation
Learn from Gribburn in the basement of Hogan's Keep. Requires 25 Alchemy, 25 Tailoring.