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Shrines and Interactive World Elements

This section will cover all of the objects that exist in the world which are static parts of the level that the player can interact with.  Many of these types of objects will be shrines to ancient Greek deities.  These shrines are a specific subset of all interactive elements that will be discussed first.

Shrines - These elements of Asterion's level allow the player a means of trading goods for abilities or power-ups.  In the abstract, shrines work the same way a shopkeeper would work on a more traditional RPG.  In other RPG's the shopkeeper is a mechanism where the player can offload their useless or excessive possessions in exchange for things that are actually useful to them.  Where in another game, there might be in-game shops that a player would visit (like a merchant, an apothecary or a blacksmith) players in Asterion visit shrines.  There are five Greek gods that are featured predominantly in the game, where one god presides over each type of shrine.  Each type of shrine can perform a specific function, which will be listed here with a description of function (for a description of the corresponding deity see the 'Characters' section):

Each type of shrine listed here has (in this order) a function, a description, an associated deity, an input, a cost, an output, and a description of how many times the player can use the shrine.

Repairing the strength of gear

Permanently increasing the maximum strength of gear

Redeeming health
Permanently increasing the maximum health
Increasing strength in combat
Blessing mundane objects
Guidance through the game's puzzles
Quick traveling

Other Interactive Elements - Interactive elements in Asterion include any other type of interactive item, other than shrines, that the player can use.  This section will discuss these game elements in generalities because each item can be approached by the player in the same way, but each will have different properties.  Interactions can be different for each object, and are based on the types of thing that a person could do with that type of object.  For example, an interactive door object might prompt the user if they want to open the door, while an interactive chest object might prompt the user if they want to look inside the chest.  These types of objects can have behaviors that respond to things in the player's inventory.  Again for the door example, the door might respond to a specific key item the player might be carrying.