GEAR SMITH
I'm taking as example the (in)famous MMORPG metin2 and the smith that is used to upgrade weapons
-Upgrading elemental items-
There should be different classes of item (common, uncommon, rare, epic, mythic, legendary) and different level
Each different element gear will need different type of material
Air gear - needs cloud bottle / wind feather
Fire gear - needs fire spark / obsidian stone
Water gear - needs blue pearl / abyssal fragment
Earth gear - needs hard wood / green leaf
(Name are almost random)
Each battle mob has a 25% of dropping one or more of these upgrading item from battle chests
Higher tear mobs gives more of these upgrading item, but not more "value" out of these item
-Upgrade level ratio-
You scale the amount based on level. Also, % success decrease
Common item
Lvl1 100%
Lvl2 100% 25 elemental item
Upto lvl 5 100% (increasing elemental item)
Lvl6 80%
Lvl7 65%
Lvl8 50%
Lvl9 35%
Lvl10 20%
Ultimate lvl 5%
All these lvl item requirements are incremental, so need more item and consequentially battle.
-Item rarity-
Basically the same as it is now without lvl, but item are awarded in different way.
You need the boss chest
Boss chest are awarded once you clear a stage (1-2-10, whatever you want) or when you defeat the weekly boss
Normal mobs have 1% percentage of dropping this chest
Based on Kingdom lvl you get higher % of getting higher tier item
Common KT 1-2
Uncommon KT 1-2-3
Rare KT 3-4-5
Epic KT 5-6-7
Mythic KT 7-8-9
Legendary KT 9-10-11
This chest should have a 20/10% of dropping gear. Each gear start at lvl0
You can decide whether to give the possibility to go through rarity with the smith or not (so passing from a Ultimate lvl common item to a lvl0 uncommon without having to drop it)
Or just set different name for each tier and make it esclusive
Failing the upgrade destroy the items
You can purchase with tlrpg only the "sacred papyrus" that protect you from fail, but downgrade it by 1 lvl if you fail.
You can decide to destroy a gear by selling it to smith and get some bronze back (scaling up based on lvl/rarity)
Boss should require more energy to fight (1.5/2 at least). There should be boss every week for 1 day (could be random to just don't penalize people work)
** Other requirements **
Each upgrade requires incremental energy. It should scale this way
Lvl2 1+1
Lvl3 2+2
Lvl4 4+3
Lvl5 7+4
Lvl6 11+5
Lvl7 16+6
Lvl8 22+7
Lvl9 29+8
Lvl10 37+9
Ultimate lvl 46+10
I may have lost some piece in the writing