Items
Contents
Item Tiers
Items appear to come in different "qualities". Note this may still change a lot during alpha.
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".
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!
White | Those are common, basic items. |
Green | Uncommon tier. Tend to have 1-2 mods. |
Purple | Seem to be unique items with a unique description and interesting effects. |
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. |
Yellow | Can have lots of mods. Possibly higher tier than Cyan? Also makes a distinctive sound when looting. |
Item Bonuses
Finding loot in Project: Gorgon is exciting because higher tier items come with a wide variety of ability enhancing mods. The combination of those mods can be anywhere from a "bad roll" to an "amazing item".
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.
Here are a few examples of such bonuses:
- <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)
Gear and Equipment Types
- Main hand
- Bow • Staff • Sword • Hammer
- Off hand
- Orb • Shield
- Armor
- Chest • Headgear • Boots • Belt
Item Mechanics
How Skill Mods on Items Apply
Skill mods such as "Scintillating Flame restores 20 Power" on an item 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.
Treasure Generation
It's far less likely for an item to have more than two skill requirements on it (Sept. 15 2014 Update).