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Items

538 bytes added, 13:33, 8 January 2021
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Item Tiers
==Item Tiers==
[[File:Items (example of a purple item).jpg|thumb|right|335px|An example of a an {{ItemRarity|Purple }} item . Notice the two intrinsic mods (alpha buildto Inventory Slots and Sprint Speed)listed in white, and the four (due to its rarity tier) additional mods listed in green.]]Items appear to come in six different "qualities". Note this may still change a lot during alphararity tiers, giving them 0-5 [[Treasure Effects|mods]] (plus any intrinsic mods the base item has).
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 in the illustration, the properties on higher high tier items can make a dramatic difference to your a character's potential depending which skills you specialize inon ability specialization, from increasing damage output, to or the resilience of your pets, to lowering the cost of your spells, and or even increase your Sprint increasing [[Haste|sprint speed]] !
{| class="wikitable"
! Item Tier !! Properties
|-
| style="width:100px;{{ItemColor|0|Light}}font:bold 15px Georgia,serif;"| Common || Those are common, basic items.
|-
| style="color:#04c304;{{ItemColor|1|Light}}font:bold 15px Georgia,serif;"| <!--green-->Uncommon || One extra power, chosen as appropriate for the difficulty of the monsters.
|-
| style="color:#00e7e7;{{ItemColor|2|Light}}font:bold 15px Georgia,serif;"| <!--cyan-->Rare || Two or three extra powers, chosen as appropriate for the difficulty of the monstermodifiers.
|-
| style="color:#ff00ff;{{ItemColor|3|Light}}font:bold 15px Georgia,serif;"| Epic Exceptional || Two to four extra powers, with at least one power significantly more potent than lower tiersThree modifiers.
|-
| style="color{{ItemColor|4|Light}}font:#c3b304bold 15px Georgia,serif;"| Epic || Four modifiers.|-| style="{{ItemColor|5|Light}}font:bold 15px Georgia,serif;"| Legendary || Three to five extra powers, with at least one power significantly more potent than lower tiersFive 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==
: <ability> removes ongoing Poison effects (up to 30 dmg/sec)
====Stacking Effects====All augments, flat or percent damage increase, stack. Augments with the same name don’t stack. So you might find a helmet and a shirt that have “Enchanted Punch Damage +5″, but wearing both doesn’t give you a +10 bonus, just a +5 bonus. However, many abilities come in several flavors. For instance, there might be Enchanted Punch Damage (magically enhancing your fists), Comfort-Bonus Damage (you can hurt people more because your armor is so comfortable), chance to proc each roll their chances and Placebo Effect Bonus (your punches do extra damage because you think they will). These have different names, so they all stackmay proc separately.<ref name="blog1"/>
====Lucky Belts=How Skill Augments Apply===[[Belt|Lucky Belts]] attune Skill augments such as "Scintillating Flame restores 20 Power" work as long as the item is equipped, irrelevant if the random-treasure system to specific skillsitem's associated skill is currently in use. Be sure to wear So for example if the proper belt so that aforementioned mod was on a Bow, but you do not have "Archery" active, the loot mod still applies if you find is much more likely have Fire Magic in use.<!-- hard to enhance your choice of primary and secondary skills.describe! -->
==Gear and Equipment Types==
; Main hand
: Bow &bull; Hammer: Staff &bull; : Sword &bull; Hammer: Beaker: Dagger: Cestus/Katar/Knuckles/Fist: Lute
; Off hand
: Orb &bull; : 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''' skills appear to work only for Bows.; Armor: Flask: Chest &bull; Headgear &bull; Boots &bull; [[Belt]]Claw: Horn/Ocarina==Item Mechanics==: Dirk
====How Skill Mods on Items Apply====; [[Armor]]Skill mods such as "Scintillating Flame restores 20 Power" on an item work as long as the item is equipped, irrelevant if the item': [[Belt]]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! -->: Boots: Chest: Legs: Headgear: Gloves: Neck: Ring: Earring: Navel Gem
==Legacy Information=====Treasure Generation====It's far less likely for an item * "In October 2016, the dev. changed the gear system to have more than make single skill gear legacy. Now gear is two skill requirements on gear or one skill with generics."===Lucky Belts===[[Belt|Lucky Belts]] used to attune the random-treasure system to specific skills. Wearing the proper belt made it (Septso that the loot you find was much more likely to enhance your choice of primary and secondary skills. 15 2014 Update) This feature was changed in the 2015-12-06 patch. See the [[Belt]] article for more historical information.
==References==
<references />
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