The Concept:
Ancient loot in structures should be "Unidentified." These items offer a gamble: play it safe for average gear, or risk everything for power beyond the enchantment table limits.
Ancient loot in structures should be "Unidentified." These items offer a gamble: play it safe for average gear, or risk everything for power beyond the enchantment table limits.
Core Mechanics:
- The Gamble: Items can spawn with "Over-leveled" enchants (e.g., Efficiency VI, Looting IV, Power VI). These are hidden behind a "Mysterious Glow."
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Identification Methods:
- Safe (Grindstone/Brush): Reveals the item, but "shatters" the fragile ancient magic. Enchantments can drop significantly (e.g., VI → III), but curses are removed.
- Risky (Direct Use/Equip): High chance (50%) to keep level VI stats. There is a small chance to get even higher levels (VII+), but this probability drops exponentially. However, hidden curses are almost guaranteed to trigger.
- Irreversibility: These enchantments cannot be removed. Of course, you cannot disenchant such items; otherwise, what is the point of artifacts? )))
- Visuals: Once identified, cursed items pulse with a Blood Red glint instead of purple.
New Suggested Curses:
- Curse of Fragility: The item has a chance to take double durability damage.
- Curse of Heaviness: While holding the tool or wearing the armor, the player has Slowness I.
- Curse of Hunger: Using the tool consumes hunger bars faster.
- Curse of Echoes: When the tool breaks, it deals 4 hearts of magic damage to the player.
P.S. Everything above is just a suggestion and examples to the extent of my imagination.)))
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