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Nexus Clash :: View topic - Alchemical Transmutation
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Alchemical Transmutation

 
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Dissident
Active Member
Active Member


Joined: Jan 19, 2010
Posts: 464

PostPosted: Mon Sep 30, 2019 5:32 pm    Post subject: Alchemical Transmutation Reply with quote

Passive. Upgrades the way alchemy is done.

During brewing, it substitute unavailable ingredients with other components of the same quality. If the same quality is not available, an option to use a lower quality is considered and asked for confirmation when using higher (rare) quality. Uses additional 3ap and mp for each ingredient substituted.


Design Intent: Works almost the same as the old skill with almost the same resources but less bullshit and clicks.


Last edited by Dissident on Tue Oct 08, 2019 7:36 pm; edited 1 time in total
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Saint_Jimmy
Elite Member
Elite Member


Joined: Aug 24, 2011
Posts: 746

PostPosted: Tue Oct 08, 2019 2:58 pm    Post subject: Reply with quote

Adding this functionality would be good, alchemy is a pain and everyone knows it. Reducing the pain a bit would be great, especially for people on mobile.
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Nayru
Highly Aloof Goddess
Highly Aloof Goddess


Joined: Oct 22, 2016
Posts: 106

PostPosted: Tue Oct 08, 2019 4:01 pm    Post subject: Reply with quote

have wanted the ability to transmute up in rarity by one step for the usual (or whatever) cost for ages anyway 'cause rare-centric alchemy is guh
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Dissident
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Joined: Jan 19, 2010
Posts: 464

PostPosted: Tue Oct 08, 2019 7:39 pm    Post subject: Reply with quote

edited the OP.

I guess transmutation up in rarity could be a thing but having rares add additional real estate value to places which can add more interest in territorial disputes.

Though I guess if we're just throwing random stuff around then might as well made do without it and enable transmutation up.
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Kandarin
Dreamweaver
Dreamweaver


Joined: Jan 19, 2010
Posts: 2278
Location: Charlotte's Bakery University

PostPosted: Thu Mar 04, 2021 2:27 pm    Post subject: Reply with quote

This is an interface issue and an important one.
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