This game element, would be introduced as item class. Item class that would be brought up to the game by all game areas and as new element on it, would be forced co-operation with other players. To tighten trust- and trade relationsships. What creates unity, mostly creates intresment. Also it would include brand new gold sink wich would be very effective if used like I want to describe in my description coming below. It will also include former gold sinks in most situations. So let me begin this(totally planned by me and any small details can be changed.):
There would become new item class, class called "Magical" items.
Learning these magical recipes would require you to select Alchemist class skillpoint.
There would be 3 different class. Those would be Alchemist, Game Hunter and Illuminator.
You achieve 1 skill point to be used on any class every 100 levels. You can go by all 3 classes, but to master one of the classes for your level requires you to spend all in one class.
Alchemist can learn higher level recipes and create more powerfull class items.(There could be their own classes inside magical items.)
Also alchemist would receive some sort of bonuses to ordinary inventing.(Maybe create 5 levels higher level potions etc.)
Game hunter, would work so that it would loot extra drops from creatures. You would require skill point filling to allter your looting to ordinary, legendary, super elite and titan class creatures. Also the level of the creature would be mattering thing aswell.
Game hunters bonuses would have something to do with drop ratios and stuff.
Illuminator would have abilities to use skill on them giving them skeletal snap shot of the area. Skillpoints would affect the size of the area and rarity of the chest they are seeking. So that they could roam maps finding chest with their abilities and find chests that other classes cannot.(Theres a bonus on itself already.)(It would either require gold or stamina to use that skill.)
Now that the classes are introduced, might we introduce the items.
No player in the game liks to see something more over powered that has come, they hate and would hate if there would be better items than epics, as they are superrior items. Balanced game mechanics keeps the players happy. So we aim them to have new abilities and being not too over powered.
Id say it would be time to have those items something more than stats and enchantments. Maybe unique buffs. Like: "Spear of asfaloth" Gives 1000 attack, 100% piercing strike and "force penetration".(Would be able to pierce 50% of the skill force shield when activated.)
That is just an example.
Now to the gold sinks. The new and relevant gold sink would be, that there would be placed a shop to the cathedral of ways, that is specialized to fix those equipments. Each item would have 100 durability, and the shop would be the one being able to repair the item. Fixing 10 durability would cost 100,000 gold + purplet plant. The shop would also offer to handle the purplet plant, but it would cost 200,000 gold instead to fix it.
As mentioned at the unbreakable thread it would be too drastic to remove ub working from guild items, and it seemed better idea to just get rid of ub 200 options. So the gear would aswell get damaged and thus would had to be repaired.(Disarm FTW of this.)
So another gold sinks are that each game area is participating. Get recipes from arenas, pvp ladder components required,chest keys required, hunters particles required, temple blessings required and so on till the chanches run out.
I have thought of long term effects and I can't see problems in this. As now I am about to also introduce how it would be nice to introduce the element to the game.
Give 3 skillpoints for level 1.
Open the shop to the cathedral, theyd be selling level 5 daggers recipe that would have some magical powers not over powered though. Have a quest there that locates one chest for you(with illuminators powers at snow path), to bring up a chest component required for the job. Have the snow leopards drop tooths(Game hunters part and skill point required.) And then the Alchemist part would be that you are able to learn the recipe bought from the shop. Have 100% chanche of a succes.
That would be easy start, but further from there, introduce new SE for example, that drops normal drops and horns for example required for magical items, that only can be looted by game hunters. Also introduce new chests that can be only found by illuminators and so on. :-)
Thanks for the clarification btw FORN.
From the feedback:
:arrow: Shops could be allocated in several places, next to portals or realms, that the gold cost would increase while using portal.


