Altar

**Altars are one of the gameplay mechanic available in the Game. It is available to the Players since the start of the Game.**

This is Altar in basic gameplay, if you are looking for Altar in Great Rift, check **Altar (Great Rift)**

You can upgrade an Altar by spending Embers on them. Embers amount are correspondent to Player's Castle Level up until Level 25, where it is impossible to increase Ember amount past 25.

There are 6 kind of Altar: Hero, Blacksmith, Blood, Giant, Mage and Greed. An Altar can be upgraded to level 15 maximum (you cannot increase past this level even with Altar Relics) .Their **1st bonus** is upgraded every level. Their **2nd** **bonus** are unlocked on Altar level 5, Their **3rd** **bonus** are unlocked on Altar level 10.

Here are The Altar's bonus at every level (*X is the Altar Level*), written in order of 1st, 2nd and 3rd bonus:

**Hero:**

* **X% Level Up by Summon** (Chance to upgrade the hero's tier by 1 when summoning a hero)
* **X% Level Up By Merge** (Chance to upgrade the hero's tier by 1 when combining a hero)
* **Gain Book of Power lv 1** (Altar LV 10)/**Gain Book of Power lv 2** (Altar LV 15)

**Blacksmith:**

* **X\*2% Tier Up by Smelt** (Chance to upgrade the equipment tier by 1 when smelting)
* **Smelt Tier 1 Item** (Altar LV 5)/ **Smelt Tier 2 Item** (Altar LV 10)/ **Smelt Tier 3 Item** (Altar LV 15) (chance to smelt an item at the beginning of the game)
* **+1 Smelt Reroll** (Altar LV 10)/ **+2 Smelt Rerol**l (Altar LV 15) (Chance to reroll when smelting an item)

**Blood:**

* **X\*2% HP Drain (Attack/Spell damage)** (Hero absorbs HP by dealing attack/spell damage).
* **+ HP by 50%+ (X-5)\*5% of ATK** (Increase Max HP of all heroes in proportion to their ATK at the beginning of the battle).
* **Mighty Block 2 times** (Altar LV 10)/ **Mighty Block 3 times** (Altar LV 15)

**Giant:**

* **X\*1.5% Damage Reduction** (Reduce incoming damage by a certain amount)
* **+ ATK by 0.5+(X-5)\*0,25% of Max HP** (All Heroes obtain extra ATK in proportion of their Max HP)
* **+10% Reflect damage** (Altar LV 10)/ **+20% Reflect damage** **(halved for Spell Damage)** (Hero reflects damage based on a percentage of incoming damage.)

**Mage:**

* **X\*5% Initial MP** (Recharge a certain amount of MP at the beginning of the battle
* **50%+(X-5)\*10% MP when hit** (Recovers extra MP when heroes take damage)
* **+50% MP upon kill** (Altar LV 10)/**+99% MP upon kill** (Altar LV 15) (Recovers a certain amount of MP instantly when heroes defeat an enemy)

**Greed;**

* **+X Initial Silve**r (Obtain extra Silver at the beginning of the game)
* **+X Elite Round Silver** (Obtain extra Silver by defeating Elite enemies that appears every 5 rounds)
* **20% Sale on Wandering Merchant** (Altar LV 10)/ **40% Sale on Wandering Merchant** (Altar LV 15) (You can purchase the products of the Wandering Merchant at a discounted price)

**Altar Combinations Recommendation:**

* **15 Hero + 10 Greed**

Usually used when doing comps that are economy-heavy, such as Gang Strats (5 Heroes + 1 Tank). This combination is recommended to use if you don't have full hero lock yet (see: Hero Lock)

* **15 Blacksmith + 10 Hero**

By far the best altar combination if you want fast clears. With this combination, players usually will have a Tier-5 hero by round 5. This combination is recommended to use if you have full hero lock and your runs are consistent enough.

* **15 Blacksmith + 10 Blood**

This combination sacrifices the speed of clearing by changing 10 Hero to 10 Blood to add more consistency to your runs. This combination is recommended to use if you want more consistency to your runs or if you're doing a harder stage.

* **15 Hero + 5 Greed + 5 Blood**

This combination is the safest combination, but requires more micro-management than other combinations on this list. With this combination, players usually won't have a problem getting a Tier-7 hero on their runs. It also doesn't rely on Blacksmith Altar medal RNG.