Difference between revisions of "Items"

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Currently equipment is in flux far to much to merit documenting it, as things approach stable status this will be filled.
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==Item Quality==
 
 
==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 ==
 
 
[[File:Items (example of a purple item).jpg|thumb|right|335px|An example of a Purple item (alpha build).]]
 
[[File:Items (example of a purple item).jpg|thumb|right|335px|An example of a Purple item (alpha build).]]
 
Items appear to come in different "qualities". Note this may still change a lot during alpha.
 
Items appear to come in different "qualities". Note this may still change a lot during alpha.
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== Gear and Equipment Types ==
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==Gear and Equipment Types==
  
 
; Main hand
 
; Main hand
: Bow &bull; Staff &bull; Sword
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: Bow &bull; Staff &bull; Sword &bull; Hammer
  
 
; Off hand
 
; Off hand
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: Chest &bull; Headgear &bull; Boots &bull; [[Belt]]
 
: Chest &bull; Headgear &bull; Boots &bull; [[Belt]]
  
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==Item Mechanics==
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====How Skill Mods on Items Apply====
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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! -->
  
==Treasure Generation==
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====Treasure Generation====
 
It's far less likely for an item to have more than two skill requirements on it (Sept. 15 2014 Update).
 
It's far less likely for an item to have more than two skill requirements on it (Sept. 15 2014 Update).
  

Revision as of 09:42, 24 September 2014

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 • Hammer
Off hand
Orb • Shield
Armor
Chest • Headgear • Boots • Belt

Item Mechanics

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.

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.