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Items

550 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;"| Common || Those are common, basic items.
|-
| style="{{ItemColor|1|Light}}font:bold 15px Georgia,serif;"| <!--green-->Uncommon || One extra power, chosen as appropriate for the difficulty of the monsters.
|-
| style="width:100px;{{ItemColor|2|Light}}font:bold 15px Georgia,serif;"| Common <!--cyan-->Rare || Those are common, basic itemsTwo modifiers.
|-
| style="color:#04c304;{{ItemColor|3|Light}}font:bold 15px Georgia,serif;"| <!--green-->Uncommon Exceptional || One extra power, chosen as appropriate for the difficulty of the monstersThree modifiers.
|-
| style="color:#00e7e7;{{ItemColor|4|Light}}font:bold 15px Georgia,serif;"| <!--cyan-->Rare Epic || Two or three extra powers, chosen as appropriate for the difficulty of the monsterFour modifiers.
|-
| style="color:#ff00ff;{{ItemColor|5|Light}}font:bold 15px Georgia,serif;"| Epic Legendary || Two to four extra powers, with at least one power significantly more potent than lower tiersFive modifiers.
|-
| style="color:#c3b304;{{ItemColor|5|Light}}font:bold 15px Georgia,serif;"| Legendary Mastercrafted or Fortold || Three to five extra powers, Five modifiers with at least one power significantly more potent than lower tiers160 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.
==Augments==
: <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====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 instanceAll augments, 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"/> ====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 Augments with a chance to enhance your choice of primary proc each roll their chances and secondary skillsmay 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! -->
; 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.
==Previous Max Enchanted==
It was possible for an item to reach more than 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 (looted gear, which can't be max-enchanted, can only reach 6 at most).
==References==
<references />
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