Open tukkek opened 3 years ago
Individual altars could have a 50% bias towards a certain type of items, regardless of input. This justifies having multiple instances per Dungeon and facilitates getting your hands on certain types of Items regardless of what you have to sacrifice - it'd be similar, in a way, to purchasing at different shops
Knowledge skill would permanently reveal the bias, but using the altar normally wouldn't.
A Rare Dungeon Feature that allows you to sacrifice a group of items and have it "chaotically" return a new item. For example: if you offer a couple of potions, it will return a new potion with the value of the two combined items. If you offer Rune Gear, it may return a Rune or the same Gear with different enchantments.
If a mixed group of Items is offered, a random item is picked, making it possible to "meta-game" slightly - such as offering two cheap potions and a powerful Satff for a 2-in-3 chance of getting a powerful good potion in return. Precious objects are valid offering but only as "boosters" - on their own, they will simply return other objects but in a group they will be ignored in favor of any other items. Artifacts are beyond an Altar's power.
Altars are always active and ready to receive items so they probably should take 10±10% of the total gold value as "sacrifice", to prevent players from just re-rolling gear eternally until they get what they want, while also allowing them to do it at least once or twice without completely losing their original Item's value.
One downside to this is that the item categories need to setup manually, which makes it easy for new content add to fall through the cracks - but it shouldn't be a major problems as long as a dynamic "catch-all" category exists that include all items not covered by the explicit categories. So, say, if the main categories are Scroll, Rune Gear and Potions, offering a Staff will return anything from another Staff to Eidolons to Wands.
The main objective of these Altars are: