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205 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 As can be seen in Alphathe illustration, Project: Gorgonthe properties on high tier items can make a dramatic difference to a character's loot mechanics have similarities to ARPGs. There seems to be few "set" items with fixed propertiespotential depending on ability specialization, associated with a specific dungeon from increasing damage output or boss. Insteadthe resilience of pets, high tier items have largely random mods that could be anywhere from a "bad roll" to an "amazing item".lowering the cost of spells or even increasing [[Haste|sprint speed]] !
As can be seen on the illustration, the properties on higher tier items can make a dramatic difference to your character's potential depending which skills you specialize in, from increasing damage output, to the resilience of your pets, lowering the cost of your spells, and even increase your Sprint speed! {| {{STDT}}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.
For a full list of 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, check 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 {{:List of Treasure EffectsItemRarity|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> also restores 30 armor to you
: <ability> removes ongoing Poison effects (up to 30 dmg/sec)
 
===Treasure Generation===
* "It's far less likely for an item to have more than two skill requirements on it" (Sept. 15 2014 Update).
===Stacking Effects===
In general, All 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), and Placebo Effect Bonus (your punches do extra flat or percent damage because you think they will). These have different namesincrease, so they all stack.<ref name="blog1"/> +% Damage to Augments with a Skill (eg. "Sword Damage +20%") '''stacks'''. ===Lucky Belts===[[Belt|Lucky Belts]] attune the random-treasure system to specific skills. Be sure to wear the proper belt so that the loot you find is much more likely chance to enhance your choice of primary proc each roll their chances and secondary skillsmay proc separately.
===How Skill Augments Apply===
; Main hand
: Bow : Of notice, '''Critical Damage %''' that comes with '''Anatomy''' skills appear to work only for Bows.
: Hammer
: Staff
: Sword
: Beaker
: Dagger
: Cestus/Katar/Knuckles/Fist
: Lute
; Off hand
: 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''' skills appear to work only for Bows.
: Flask
: Claw
: Horn/Ocarina
: Dirk
; [[Armor]]: [[Belt]] : Lucky Belts attune the random treasure generation.s
: Boots
: Chest
: Legs
: Headgear
: Gloves
: Neck
: Ring
: Earring
: Navel Gem
 
==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 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 2015-12-06 patch. See the [[Belt]] article for more historical information.
==References==
<references />
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