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Items

3,186 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).
== Item Quality ==As can be seen in the illustration, the properties on high tier items can make a dramatic difference to a character's potential depending on ability specialization, from increasing damage output or the resilience of pets, to lowering the cost of spells or even increasing [[Haste|sprint speed]] !
Items appear to come in different {| class="qualitieswikitable"! Item Tier !! Properties|-| style="width:100px;{{ItemColor|0|Light}}font:bold 15px Georgia,serif;"| Common || Those are common, basic items.|-| style="{{ItemColor|1|Light}}font:bold 15px Georgia,serif;"| <!--green-->Uncommon || One extra power, chosen as appropriate for the difficulty of the monsters.|-| style="{{ItemColor|2|Light}}font:bold 15px Georgia,serif;"| <!--cyan-->Rare || Two modifiers.|-| style="{{ItemColor|3|Light}}font:bold 15px Georgia,serif;"| Exceptional || Three modifiers.|-| style="{{ItemColor|4|Light}}font:bold 15px Georgia,serif;"| Epic || Four modifiers.|-| style="{{ItemColor|5|Light}}font:bold 15px Georgia,serif;"| Legendary || Five modifiers.|}
* White : those are basic items* Green ("uncommon" ?) : often have one simple damage increase such as "Archery Damage +1" When a creature is slain, a special effect and one Combat Ability enhancing property such as "All Multishot attacks deal +12 damage"* Yellow ("rare" ?) : these appear to have four properties. Some of those properties can boost various Combat Abilities.* Cyan ("legendary"?) : these appear to have five properties. Some of those properties can boost various Combat Abilitiesdistinctive 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==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 again.<ref name="blog1">http://www.eldergame.com/2012/05/gorgon-random-treasure/ Gorgon Random Treasure</ref> 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: <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. ===How Skill Augments Apply===Skill 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! --> == Gear and Equipment Types ==
; Main hand
: Bow &bull; Hammer: Staff &bull; : Sword: 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.: 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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