Gilding: Difference between revisions

From Ring of Brodgar
Jump to navigation Jump to search
No edit summary
Line 13: Line 13:
! Icon
! Icon
! Item
! Item
! style="text-align: center;" data-sort-type="text" | 1 attribute
! style="text-align: center;" data-sort-type="text" | 1st Attribute
! style="text-align: center;" data-sort-type="text" | 2 attribute
! style="text-align: center;" data-sort-type="text" | 2nd Attribute
! style="text-align: center;" data-sort-type="text" | 3 attribute
! style="text-align: center;" data-sort-type="text" | 3rd Attribute
! Chance
! Chance
|-
|-

Revision as of 01:11, 26 September 2016

Wiki-content.png

Page Notices:

  • STUB: Stub article(s) in need of expansion.
To disable a particular Tag-message, after checking/fixing the related issue.
Remove the related TAG from the 'Pagenotice' call, or remove the whole 'Pagenotice' call.

Gilding Attribute

Combining same attribute increases the chance for additional slots while gilding. Thus gilding something with the same attribute as an item, will give higher chance to gild than on other attributes. Some gildable objects have multiple attributes, such as the Bear Cape which has both Strength and Survival.

Gilding bonuses increase as the quality increases, according to rounded to the closest whole number. For instance, a Spun Gluethread at q34 has a bonus of +5.53 Agility, which is rounded to +6 Agility.

NOTE: Character Abilities increases the chance of gilding. For example if gilding attribute is Survival then character with higher survival will have higher chance to gild the item.

List of Gilds

All attributes are at q10

Icon Item 1st Attribute 2nd Attribute 3rd Attribute Chance
Taproot Lacing Taproot Lacing Survival +2 45% to 95%
Foul smoke Foul smoke Intelligence +5 Psyche +2 Stealth +3 20% to 80%
Bone Pins Bone Pins Stealth +5 35% to 100%
Bark Reinforcement Bark Reinforcement Unarmed Combat +1 50% to 90%
Spun Gluethread Spun Gluethread Agility +3 10% to 80%
Rock Crystal Rock Crystal Strength +2 Melee Combat +6 0% to 75%
Feather Trinket Feather Trinket Dexterity +1 Farming +4 50% to 100%
Heartwood Leaves Heartwood Leaves Perception +5 Farming +5 Cooking +5 30% to 90%
Silken Ribbon Silken Ribbon Intelligence +4 Charisma +10 Sewing +10 % to %
Hard Metal Rivets Hard Metal Rivets Melee Combat +3 Carpentry +3 25% to 85%
Metal Buttons Metal Buttons Unarmed Combat +3 Smithing +1 40% to 90%
Glass Beads Glass Beads Perception +5 40% to 90%
Wool Stuffing Bound Wool Stuffing Constitution +1 Marksmanship +5 40% to 100%
Leather Patch Leather Patch Exploration +3 Survival +3 40% to 100%
Wax Impregnated Lining Wax-Impregnated Lining Exploration +5 50% to 100%
Chef's Pin Chef's Pin Cooking +5 40% to 100%
Patterned Embroidery Patterned Embroidery Sewing +5 30% to 90%
Bear Tooth Bear Tooth Strength +2 20% to 60%
Quilted Wadding Quilted Wadding Dexterity +3 Sewing +5 20% to 100%
Fancy Buckle Fancy Buckle Agility +2 Melee Combat +4 35% to 90%
Reinforced Hem Reinforced Hem Constitution +2 Unarmed Combat +3 Marksmanship +4 25% to 100%
Silkspun Seam Silkspun Seam Agility +4 Psyche +3 % to %
Forager's Brooch Forager's Brooch Perception +1 Exploration +2 40% to 100%
Extra Stitches Extra Stitches Cooking +2 Survival +2 Unarmed Combat +2 40% to 100%
Feather Stuffing Feather Stuffing Agility +1 Exploration +2 Stealth +3 30% to 90%
Precious Details Precious Details Intelligence +2? Charisma +3? 10% to 80%

Gilding update history

Added on update My Kind of Patch [1]

  • Implemented "Gilding", in an implementation similar to the Artifice system in Salem. Rather than having intrinsic stat bonuses, pieces of equipment now instead have slots, into which Gilding items can be slotted, to confer their bonuses to the wearer of the piece of equipment. Hold the Gilding item you wish to add, and right-click the piece of equipment you wish to add it to. Every time you add a Gilding item to a piece of equipment, you have a certain chance, presented to you before you gild the equipment, to open up a new slot for another item. If you fail the roll, and no new slot opens up, no further Gilding items can be added to the equipment in question, and it is permanently completed. Gilding as such is always successful.
  • Gilding items, and equipment, each have a chance span, and a set of associated attributes. The chance spans for the gilding item and the equipment you add it to, are multiplied with eachother to create the actual chance span, and your actual chance within that span is then determined by your stats in whichever attributes are matched between the gilding item and the equipment.
  • Bottom line: Increase your chances of opening up new slots by matching the attributes (Farming, Stealth, Agility, &c) of the equipment you are gilding, with gilding items in those same dimensions, and then increase your character's values in those attributes.
  • The qualities of Gilding items are always softcapped by the quality of the equipment they are gilded onto.
  • As a part of this we made it so that no stat bonuses, or combinations of them, can ever push you beyond twice of what you already have natively. This partly to reduce the effectiveness of dressed up alts.
  • Redid pretty much everything equipment related except armor as a part of this change, significantly so by removing most native stat bonuses. We mean for armor values to be more integrated with this system as well, but we want to have a better damage model before we move forward with that, so this all mostly applies to clothing for now.
  • When setting the values for equipment and gilding items, one ambition has been to make it so that the old equipment bonuses should be fairly easy to reproduce in the new system. This hasn't been zealously carried through, but it's there.
  • All equipment should now display their bonuses in tooltips.
  • Of course, added a bunch of Gilding items, and made some old items gildable.


Added on update Breath of Air [2]

  • Gilding Song: Adds a gilding slot to an otherwise finished Artifact. To acquire it you need Deep Artifice skill.