Augmentation

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Please note--this page is in the process of revision 7/30/16


Along with Transmutation, Augmentation forms the mechanism for enchanting gear in Project Gorgon.

Learning Augmentation

Learning augmentation is a multi-step process. Visit Nightshade at the Kur Mt. Outpost to begin a series of quests that allow you to augment gear. There are four subcategories of augmentation taught by the following NPCs:

Syndra in Kur Mts--Armor (chest and legs)

Gribburn in Eltibule--Ancillary Armor (boots and helm)

Poe in Serbule--Jewelry (neck and ring)

Malgath in Kur Mts--Weapon (mainhand, offhand and gloves)

To be able to talk to each of these sub-trainers, a challenge must be completed. For example, Malgath is past mobs in the Wolf Cave; Poe is in a back corner of Myconian cave; Gribburn requires learning Goblinese and gaining favor with Hogan; andSyndra has a puzzle to solve.

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.