Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
hopefully I didn't permanently get that character stuck
If you get stuck in a death loop (respawning in the void), you can use the I'm Stuck! report (under the ! icon, upper right sidebar) to get yourself out. And if that doesn't work for some reason, you can log in a different character and use '/unstickchar Aeroliticus' to move the stuck character.
Phlog was sometimes worth more than the original items, so this is probably appropriate: You can carry more phlog from the dungeon than original items, so it'll balance out in the end.
PS... I haven't seen the old tutorial dungeon for awhile. Is it hidden somewhere?
PS... I haven't seen the old tutorial dungeon for awhile. Is it hidden somewhere?
Spoiler:
I believe it is the one cave in South Serbule. It has old tutorial type stuff in it but might be expanded from the original. Not sure never saw the original.
We are currently (as I type this) pushing out a small update that includes some important fixes. I added these notes to the update notes thread, but I figured some people will stop by this thread first.
And unfortunately, despite what I said in chat just before the server went down, the downtime will most likely be closer to an hour rather than 30 minutes.
A number of dungeons in the lower-level zones of the game had disappeared - but they are back now!
Picking fruit off of a tree had the disconcerting habit of causing the tree trunk to despawn while the fruit stayed behind, hanging in mid-air. This is now fixed.
The new mummy boss, Baruti, has had his stats adjusted. We look forward to your feedback on that encounter, both the stats and the mechanics.
Sona now gives less favor for phlogiston.
Bellema Deftwhisper now unlocks Crossbow 50-60.
Note that you MUST start the game through the launcher in order to have this update work properly.
Edit: And we're up! Thank you for your patience, and keep the bug reports coming! (In-game, please, so we can track them more easily.)
Wow, there sure are a lot of new hang-outs. It is hard to pick which one to take. And I haven't even built favor with all the new people. I like that in certain instances it tells you skills you have, have been tested. My First impression is that you are getting fancier with coding in the dialog tree, it seems like some of these are dialog evolved. Tyler Green needs some new drinking hang-outs
Now the question is which caves are the right cave for growing stuff, I know I going to fall back to my old stand-by cave for this. But I am thinking that if the caves are going to be some work, some don't then there should be a little buff icon that tells you are in a damp cave, this could also maybe be used to tell you if you are standing in a spot that can be gardened. I'd expect they both would work something like the foul air debuff.
The Phlog value being cut drastically, hurts me a lot. Since it accounted for over 75% of my income on top of helping me with inventory management. I tend to have 45 slots open when I go hunt, which is usually enough for smaller dungeons, if I only pick up Pink, Purple and Yellow items. But, the issue is the longer dungeons such as Yeti, Labs and Gaz Keep. Since there aren't really stopping points to leave the dungeon and come back to. I do agree the cost of phlog needed to of been adjusted, Distilling an item valued at 550 and getting 800 in phlog back was to profitable even when you account for the cost of the prisms. A 25-30% cut in the value of Phlog would of sufficed, making it break near even, while still retaining the inventory management. But as it stands right now the net loss is far to large.
Well Reduced value of Phlog hurts. it used to be good way to earn soem extra cash, tough i use dmost of main for transmutation. That beign said tehr eis one upside to this - lower base value means you can buy it from NPCs for less. Tough right now higher tiers seem to still have old price.