Difference between revisions of "Items"

From Project: Gorgon Wiki
Jump to: navigation, search
m
Line 1: Line 1:
 
Currently equipment is in flux far to much to merit documenting it, as things approach stable status this will be filled.
 
Currently equipment is in flux far to much to merit documenting it, as things approach stable status this will be filled.
 +
 +
==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 ==
 
== Item Quality ==

Revision as of 08:45, 23 September 2014

Currently equipment is in flux far to much to merit documenting it, as things approach stable status this will be filled.

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.

Item Quality

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 the illustration, the properties on the better items can make a dramatic difference depending which skills you have active and specialize in, from increasing damage output, to the strengths of your pets and regeneration spells, etc. Every item opens up possibilities for different builds.

Lucky Belts attune the random-treasure system to specific skills. This helps you maximize the potential of your character by finding items that better augment your choice of primary and secondary skills.

White Those are common, basic items.
Green "Uncommon" tier? Often have one simple damage increase such as "Archery Damage +1" and one Combat Ability enhancing property such as "All Multishot attacks deal +12 damage"
Purple Seem to be unique items with a unique description and interesting effects.
Cyan 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 heard.
Yellow Can have lots of mods. Possibly higher tier than Cyan? Also makes a distinctive sound when looting.

Gear and Equipment Types

Main hand
Bow • Staff • Sword
Off hand
Orb • Shield
Armor
Chest • Headgear • Boots • Belt


Treasure Generation

It's far less likely for an item to have more than two skill requirements on it (Sept. 15 2014 Update).

Harvesting Items

The following items offer additional options for interacting with the wold, when they are present in the inventory:

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.