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Items

2,019 bytes added, 18 July
changed up for mastercraft/fortold and moved old refernce to max-enchanted to legacy
==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 in Alpha, Project: Gorgon's loot mechanics have similarities to ARPGs. There seems to be few "set" items with fixed properties, associated with a specific dungeon or boss. Instead, high tier items have largely random mods that could be anywhere from a "bad roll" to an "amazing item". As can be seen on in the illustration, the properties on higher high tier items can make a dramatic difference to your a character's potential depending which skills you specialize inon ability specialization, from increasing damage output, to or the resilience of your pets, to lowering the cost of your spells, and or even increase your Sprint increasing [[Haste|sprint speed]] !
{| class="wikitable"
! Item Tier !! Properties
|-
| style="width:100px;{{ItemColor|0|Light}}font:bold 15px Georgia,serif;"| White Common || Those are common, basic items.
|-
| style="color:#04c304;{{ItemColor|1|Light}}font:bold 15px Georgia,serif;"| Green <!--green-->Uncommon || "Uncommon" tier? Often have one simple damage increase such as "Archery Damage +1" and one Combat Ability enhancing property such One extra power, chosen as "All Multishot attacks deal +12 damage"appropriate for the difficulty of the monsters.
|-
| style="color:#ff00ff;{{ItemColor|2|Light}}font:bold 15px Georgia,serif;"| Purple <!--cyan-->Rare || Seem to be unique items with a unique description and interesting effectsTwo modifiers.
|-
| style="color:#00e7e7;{{ItemColor|3|Light}}font:bold 15px Georgia,serif;"| Cyan Exceptional || 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 heardThree modifiers.
|-
| style="color{{ItemColor|4|Light}}font:#c3b304bold 15px Georgia,serif;"| Epic || Four modifiers.|-| style="{{ItemColor|5|Light}}font:bold 15px Georgia,serif;"| Yellow Legendary || Can have lots of modsFive modifiers. Possibly higher tier than Cyan? Also makes a distinctive sound when looting|-| style="{{ItemColor|5|Light}}font:bold 15px Georgia,serif;"| Mastercrafted or Fortold || Five modifiers with 160 crafting points.
|}
When a creature is slain, a special effect and distinctive sound indicates that there is '''Rare''', '''Epic''' or '''Legendary''' loot on them. After an items is dropped or crafted one additional mod may be added using [[Augmentation]] (or [[Shamanic Infusion]]) without changing the Rarity. ==Item BonusesAugments==Finding loot in Project: Gorgon is exciting because higher tier items come with the game uses a wide variety of ability enhancing mods"random treasure" system which is more commonly found in ARPG games. The combination of those mods Players can be anywhere from a occasionally strike gold with an amazing, game-balance-destroying item every now and again.<ref name="bad rollblog1" >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 item"pair of gauntlets would do all three things.
'''[[Belt|Lucky Belts attune Augments come in levels. For instance, the randomfirst tier of Health-treasure system to specific skills]]'''Enchantment gives you +5 max health. Be sure to wear the proper belt The next tier gives you +10 health. And so that the loot you find is much more likely to enhance your choice of primary and secondary skillson.
Here are a few examples of such bonusesaugments 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 &bull; Hammer: 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.; Armor: Flask: Chest &bull; Headgear &bull; Boots &bull; [[Belt]]Claw: Horn/Ocarina==Item Mechanics==: Dirk
====How Skill Mods on Items Apply====; [[Armor]]Skill mods such as "Scintillating Flame restores 20 Power" on an item work as long as the item is equipped, irrelevant if the item': [[Belt]]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! -->: 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.==Previous Max Enchanted==It's far less likely was possible for an item to have reach more than two skill requirements on 5 treasure effects. Crafted gear can be crafted as "max-enchanted". Using the max-enchanted recipe gave 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 allowed an item to reach at most 6 modifiers upon being crafted (in the case that it is {{ItemRarity|Legendary}}). [[Augmentation]] (or [[Shamanic Infusion]]) was then used to reach the upper limit of 7 (Sept. 15 2014 Updatelooted gear, which can't be max-enchanted, can only reach 6 at most).==References==<references />
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