Please, I would like to hear from your way of doing. Maybe you help other lookers and beginners get the ideas. Thank you for your contributions and your kindness to help others.
Last edited:
Maybe yes, maybe not. The definition is important because without a boundary I can list my fighter skill in alchemist class because "well, in my game/world, the alchemist would hit the enemy hard". It seems like you rarely put a limit to yourself and just going with the route "I will take all the possibilities".I will do all of them and also might help others too. It might be helpful to others people to list all of them. Thank you for taking your time to help me.
I had almost forgot about Secret of Evermore! This is what it did for alchemy. Fangs, ash, timber, oil, etc... used those as catalyst to cast spells instead of mana.Requires item reagents (monster parts or whatever) per use instead of MP.
I actually made this plugin for my project, for both items and gold, depending on what gets specified in a given creature's note tag. Instead of RNG though, I went with HP thresholds (also specified in the note tag) so that the player can work toward strategically whittling down a target's HP instead of spamming the skill and hoping for a blessing from RNGsus. This even allows it to be used even bosses in a balanced way.Another way in which Transmute could work is have it turn an enemy into gold (either for a few turns or permanently) but with a very low chance of succes hinting at the alchemists's legendary ability of turning things into gold