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Items

1,454 bytes added, 13:33, 8 January 2021
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Item Tiers
Currently equipment is ==Item Tiers==[[File:Items (example of a purple item).jpg|thumb|right|335px|An example of an {{ItemRarity|Purple}} item. Notice the two intrinsic mods (to Inventory Slots and Sprint Speed) listed in flux far white, and the four (due to much to merit documenting itits rarity tier) additional mods listed in green.]]Items come in six different rarity tiers, as things approach stable status this will be filledgiving them 0-5 [[Treasure Effects|mods]] (plus any intrinsic mods the base item has).
==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. <!-- hard to describe! --> == Item Quality ==[[File:Items (example of a purple item).jpg|thumb|right|335px|An example of a Purple item (alpha build).]]Items appear to come in different "qualities". Note this may still change a lot during alpha. As can be seen on in the illustration, the properties on the better high tier items can make a dramatic difference to a character's potential depending which skills you have active and specialize inon ability specialization, from increasing damage outputor the resilience of pets, to lowering the strengths cost of your pets and regeneration spells, etc. Every item opens up possibilities for different builds. '''or even increasing [[BeltHaste|Lucky Belts attune the random-treasure system to specific skillssprint speed]]'''. This helps you maximize the potential of your character by finding items that better augment your choice of primary and secondary skills.!
{| class="wikitable"
! Item Tier !! Properties
|-
| style="width:100px;{{ItemColor|0|Light}}font:bold 15px Georgia,serif;"| White Common || Those are common, basic items.
|-
| style="color:#04c304;{{ItemColor|1|Light}}font:bold 15px Georgia,serif;"| Green <!--green-->Uncommon || "Uncommon" tier? Often have one simple damage increase such as "Archery Damage +1" and one Combat Ability enhancing property such One extra power, chosen as "All Multishot attacks deal +12 damage"appropriate for the difficulty of the monsters.
|-
| style="color:#ff00ff;{{ItemColor|2|Light}}font:bold 15px Georgia,serif;"| Purple <!--cyan-->Rare || Seem to be unique items with a unique description and interesting effectsTwo modifiers.
|-
| style="color:#00e7e7;{{ItemColor|3|Light}}font:bold 15px Georgia,serif;"| Cyan Exceptional || 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 heardThree modifiers.
|-
| style="color{{ItemColor|4|Light}}font:#c3b304bold 15px Georgia,serif;"| Epic || Four modifiers.|-| style="{{ItemColor|5|Light}}font:bold 15px Georgia,serif;"| Yellow Legendary || Can have lots of mods. Possibly higher tier than Cyan? Also makes a distinctive sound when lootingFive modifiers.
|}
When a creature is slain, a special effect and distinctive sound indicates that there is '''Rare''', '''Epic''' or '''Legendary''' loot on them. It is possible for an item to reach more than 5 treasure effects. Crafted gear can be crafted as "max-enchanted". Usually the max-enchanted recipe requires an additional rare gem like {{Item|Winterprize}} or {{Item|Vervadium}}. Using the max-enchanted recipe will give the item one extra mod. For example, a second-from-the-top ({{ItemRarity|p}}) tier item which normally has 4 mods would have 5 if max-enchanted. This allows an item to reach at most 6 modifiers upon being crafted (in the case that it is {{ItemRarity|Legendary}}). [[Augmentation]] (or [[Shamanic Infusion]]) can add one more to reach the upper limit of 7 (looted gear, which can't be max-enchanted, can only reach 6 at most). ==Augments== Gear Finding loot in Project: Gorgon is exciting because the game uses a "random treasure" system which is more commonly found in ARPG games. Players can occasionally strike gold with an amazing, game-balance-destroying item every now and Equipment Types =again.<ref name="blog1">http://www.eldergame.com/2012/05/gorgon-random-treasure/ Gorgon Random Treasure</ref>
; Main For instance, if you’re an [[Unarmed]] fighter, you’ll love gauntlets that make your Punch attack heal you. You punch a lot, so that’s a huge power boost and very noticeable. On the other hand, you may prefer gauntlets that cause your Punch to do extra damage, or that cause your Cobra Strike to stun more reliably. But an amazing pair of gauntlets would do all three things. Augments come in levels. For instance, the first tier of Health-Enchantment gives you +5 max health. The next tier gives you +10 health. And so on. Here are a few examples of augments currently found in alpha:: <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: Bow &bull; Staff &bull; Sword<ability> removes ongoing Poison effects (up to 30 dmg/sec) ===Stacking Effects===All augments, flat or percent damage increase, stack. Augments with a chance to proc each roll their chances and may proc separately.
; Off hand===How Skill Augments Apply===: Orb &bull; ShieldSkill augments such as "Scintillating Flame restores 20 Power" 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.<!-- hard to describe! -->
; Armor: Chest &bull; Headgear &bull; Boots &bull; [[Belt]]==Gear and Equipment Types==
; Main hand
: Hammer
: Staff
: Sword
: Beaker
: Dagger
: Cestus/Katar/Knuckles/Fist
: Lute
==Treasure Generation==; Off handIt: Orb : Orbs tend to have an augment that reduces the Power Cost of abilities up to -25%: Shield: Bow : Of notice, '''Critical Damage %''' that comes with '''Anatomy''s far less likely ' skills appear to work only for an item to have more than two skill requirements on it (Sept. 15 2014 Update)Bows.: Flask: Claw: Horn/Ocarina: Dirk
==Harvesting Items==; [[Armor]]: [[Belt]]s: Boots: Chest: Legs: Headgear: Gloves: Neck: Ring: Earring: Navel Gem
The following items offer additional options for interacting ==Legacy Information=====Treasure Generation===* "In October 2016, the dev. changed the gear system to make single skill gear legacy. Now gear is two skill gear or one skill with generics."===Lucky Belts===[[Belt|Lucky Belts]] used to attune the wold, when they are present random-treasure system to specific skills. Wearing the proper belt made it so that the loot you find was much more likely to enhance your choice of primary and secondary skills. This feature was changed in the inventory:2015-12-06 patch. See the [[Belt]] article for more historical information.
{| class="wikitable"|-| style="width:20%;"|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.References==|}<references />
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