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8 bytes removed, 09:45, 12 October 2014
m
Minor fix H4 to H3.
: <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, 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 damage because you think they will). These have different names, so they all stack.<ref name="blog1"/>
+% Damage to 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 to enhance your choice of primary and secondary skills.
====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! -->
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