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Environmental Effects

Revision as of 11:39, 30 November 2019 by Alleryn (talk | contribs) (Mechanics)

Environmental effects are zone-wide (usually adverse) effects.

Contents

Cold

Regions

Mechanics

While inside the region, the player character gradually loses Body Heat over time. Losing all your Body Heat causes Frostbite and eventually Hypothermia. Frostbite reduces damage dealt by 20%. If you remain frostbitten for too long, you will also get Hypothermia, which significantly reduces health regeneration and movement speed (-20% and -50%). Both effects can be healed by taking refuge in a warm area (for example near a lit Smouldering Fire in Kur, or near a Glowy Yellow Crystal outcropping in Gazluk). Left untreated, hypothermia will eventually kill you.

The rate at which you lose Body Heat is affected by Indirect Cold Mitigation, which can be improved through gear and abilities

Similar to the smoldering campfires scatted throughout Kur, an Emergency Warmth Fire or Basic Campfire can restore body heat. Ukorga can teach humanoid form players how to craft these fires through Carpentry, while Spot teaches beast form players the same through Foraging. Emergency Fires can also be purchased from several vendors, including Hogan, Ukorga, Red, and Rick Snapley.

Varying amounts of Body Heat can also be restored through several Fire Magic, First Aid, Mentalism and Priest abilities or a Simple Blanket. Finally, Cold Resistance and Orcish Thickskin Potions can boost your total Body Heat capacity, allowing you more time away from heat sources.

Many pieces of armor can also provide Indirect Cold Mitigation or increased Maximum Body Heat. A common source is Winter gear, crafted through Leatherworking or obtained via barter with bartering with Ukorga.

Dry

Regions

Mechanics

Explorers and Prodigies traveling in desert areas should be wary of the harsh effects of the Desert on their bodies. Those who fail to keep hydrated will be inflicted with "Dying of Thirst", a dehydration effect that disables Power Regeneration and Sprint.

Dehydration can be staved off by consumption of fluids, including quenching one's thirst from a , carried by a prepared traveler, or with , foraged by a resourceful one.