General gameplay tips/Inventory and Items

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Revision as of 13:20, 26 July 2018 by BetaNotus (talk | contribs) (Added inventory folder information.)
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Storage Basics

  • Hulon in Serbule Keep is the vaultmaster. You can use storage in the main "council storage", and you can also use the nearby chest which is meant to transfer items between your characters on the same account.
  • Many, many, NPCs offer storage once the player is their friend, this is very handy once the price of more bank slots becomes unmanageable. see: Storage
  • Some skills, like Endurance, also give the players inventory slots as part of their level up reward.
Inventory Folders
Inventory folders are a new way to organize your inventory. Folders don't increase your inventory size -- they just let you split up your inventory into different "bags". (We've avoided calling them "bags" or "packs" because we want to make it more obvious that folders don't increase your inventory.)
Folders are intended for mid- to high-level players, because that's when we think they're most important. So you unlock them by hitting various skill milestones, listed below. Note: you can unlock up to 4 folders, but there are a lot more than 4 skill-unlocks. That's just to give you flexibility!
Unlock a folder by reaching any of these skill milestones: (up to 4 folders max)
- Lore 25
- Endurance 50
- Industry 25
- Retail Management 25
- Dying 50
- Anatomy 25
- Tailoring 50
- Blacksmithing 50
- Civic Pride 25
- Holistic Wellness 25
- Survival Instincts 50
- Shamanic Infusion 50

Combat Items

Example Purple item.
  • Currently, items come in 5 Tiers, Common, Uncommon, Rare, Exceptional, Epic, Legendary, see Items.
  • When a mob is killed that has an item that is Rare, Exceptional, Epic, or Legendary a small visual and sound effect will play.
  • Belts Item-icon-belt.png give a slight increase in chance to get magical gear rather than 'white' gear.
  • Stacking Item effects: All augments, flat or percent damage increase, stack. Augments with a chance to activate each roll their own chance separately. (So if you have two items that have 15% chance to activate, they each will activate 15% of the time.)

Loot

Various looting options become available once you have the required tool in your inventory. Burying a corpse (to reduce the respawn time of the creature), skinning, butchering, and so on. Most of these items are available from the townsfolk of Serbule Keep.

See the following (mild) spoiler for a list of such items, or see the relevant skill pages.

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.
Butcher Knife
Allows butchering of corpses for organs and meat. Can be bought from Fainor.
Handsaw
Allows harvesting wood. A Handsaw can be bought from Therese in Serbule.
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.

Spoiler text.


Equipment Mods

Most equipment comes with mods on it. The number that they can have is based on their rarity, while their effectiveness is based on their level. So while a level 5 item mod might increase a skill's damage by 25% a level 60 item might increase it by 125%.

Mods can and will determine most of what your build does once a player is able to obtain skill specific gear. Several skills have heals, as well as damage, and/or buffs and/or debuffs. Having your gear's mods focus the area you want will vastly increase a players wanted output, be that heals, damage, buffs...whatever. But To clarify: low level players should not worry about min/maxing their equipment, just use equipment that is appropriate for your skills' levels.

Once a player reaches mid range levels players can keep an eye out for equipment that has mods that will work well together. As mobs become harder players will need to have more power available to them to be able to deal with higher damage and stronger defensive abilities.

At high levels mods can make a build do loads of damage, be able to take lots of damage, or heal away any damage taken. It just depends on what the player decides, and what mods they can obtain.

Save Things!

  • Nearly everything that drops off enemies and harvestables are either useful in crafting or will earn you Favor (see below). As a new player make sure to use the "Small Talk" option with every new NPC you discover to learn about their likes and dislikes. Experiment by giving gifts to NPCs that have skills that you would like to level up. This will give you over time an idea of what's worth holding onto.
  • If you still are not sure or want to hold onto stacks of items to gift later, players have the option store it with Hulon and start buying additional vault slots once they run out.
  • For those what are worried about running out of room on their characters personal inv space, certain armor mods, skills and potions (temporarily) can increase the amount of space you have to carry items. Beware though! If you become overburdened with items you lose the ability to run.
  • Do note that storing everything will lead to inventory problems! There are lots, and lots of items each with their specific use. While it may be helpful to have stacks and stacks of materials later, the space may be better used for items and materials that you can use with the skills you are working on at your level. If you do find yourself with not enough storage space, try to find an NPC that will take the extra items for favor, even if they are not in your arch of skills they may offer better prices or more down the road.