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Index » Muelsfell Game Forum » Clan Discussions Muelsfell World v1.0 Forums
AuthorThread: Alchemical Clan Update
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 110 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #32261 Posted: Jun 18, 2009, 11:56 pm
Update/improvement for alchemical clans: transmuting from resource to resource now costs 2 motivation per 1000, rather than the previous 5 motivation per 1000.

This only affects transmutations of resource into resource and does not affect golem transmutations at all.

Kep
[ADMIN] Arkham
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Posts: 902
Location: Mallow
Magus Age: 110 years old
Clan: AGOMC
Real Name: Kep
Website: Click Here
Message #32766 Posted: Jun 30, 2009, 5:00 pm
Another Alchemy Specialization update:

Due to the high motivation costs of transmutation, alchemists now get a small amount of experience for performing transmutations.

* 1 xp for transmuting resource-to-resource

* 3 xp for transmuting a golem

Note that on a comparison of motivation and resources spent, hunting creatures will remain the preferred method for earning experience.

Kep
Yamikuronue
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Posts: 1288
Location: Mottonsborough
Magus Age: 102 years old
Real Name: Bay
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Message #32796 Posted: Jul 1, 2009, 5:18 am
Er, why are they getting this?

They get a permanent effect (making a golem that can often earn XP more efficiently) for an initial investment, wheras with spell clans, we get a temporary effect for our investment. And now they get XP as well? It's like... ice cream on top of the already iced cake?

Spell clans should be able to gain XP from casting spells as well. Think of it this way: a normal golem can handle a foe a few levels higher (gaining more XP) if I cast an elemental damage spell on it every day before I hunt. This means I more or less permanently reduced my moti by the cost of the spell, because I have to use that much every day for hunting. A transmuted golem can handle foes a normal golem could not, due to the effects of changing form, but the moti cost is a one-time payment - the transmutation never wears off. Giving them extra XP for it just feels... unbalanced.

Just my $.02 at 1am.

ETA: of course this is only in response to the XP thing, I'm all for reducing the high moti costs.
Last Edited: Jul 1, 2009, 5:19 am
Anri
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Posts: 229
Location: Darghelm
Magus Age: 104 years old
Clan: ADV
Real Name: Lily
Message #32800 Posted: Jul 1, 2009, 5:29 am
1 or 2 moti per spell isn't gonna break anything I suppose, perhaps tie it to spell cost (1 xp per 5 moti spell cost rounded down). At that rate you certainly won't be leveling off it, but you'd get a little xp for spending that moti on the spell. Though if that is implemented I'd like to see it on personal spells as well as clan spells.
Halftea
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Posts: 1307
Location: Darghelm
Magus Age: 118 years old
Clan: ADV
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Message #32847 Posted: Jul 1, 2009, 7:20 pm
I don't have a big problem with it as it is, because if they ever leave the Alchemy Clan, any transmuted golem goes *poof*. To include any valuable homunculus they have transmuted.

I don't oppose a minor XP boost to using spells either, since I think it should encourage their use, both on offense and defense.
Namebreaker
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Posts: 83
Location: Rildesjan
Magus Age: 99 years old
Message #32848 Posted: Jul 1, 2009, 7:28 pm
Having been in both a Magic and Alchemical Clan, I'll drop my thoughts down on this:

The benefits of being able to transmute your golems comes with some very hefty prices.

1) Alchemy isn't nearly as diverse as Magic. When an Alchemy clan purchases a transmutation, that's all they can do. It's a very narrow scope. Magic, on the other hand, has a wide array of different spells for different situations. Motivation reduction, damage enhancement, Golem healing, Workshop protection, etc.

2) Any transmutations of Golems you make is an indirect donation to the clan. When you transmute a Golem and then leave the clan you did so in, the Golem is put in to the depot of that Clan. This may not seem like much, but I left two Golems to the Alchemy clan I left. One of them was my homunculus. This is fine, if you don't intend on leaving the clan, and it's a great motivator to stay in an Alchemy Clan once you join one. However, it's a serious price to pay when contemplating leaving.

Personally, I think giving xp for more things that require motivation is a great idea in general. I've been very reluctant to spend motivation on anything that wasn't giving me xp due to wanting to continue to level as much as possible. With implementing xp being given for doing other things besides PvP or monster grinding, I think it will enhance the over all experience and diversity of the game and enjoyment there in.

~Namebreaker
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 99 years old
Message #32857 Posted: Jul 1, 2009, 9:37 pm
/cheer Go Namebreaker. I endorse what she just said!
XenoTheMorph
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Posts: 155
Location: Jinkara
Magus Age: 107 years old
Message #32864 Posted: Jul 2, 2009, 12:22 am
I'll second that!
Very well said Namebreaker :)
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 99 years old
Message #32923 Posted: Jul 2, 2009, 8:26 pm
Xeno you mooch, but seirously, I'd love is spells gave a few exp as well.
Xlrate
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Posts: 232
Location: Rildesjan
Magus Age: 94 years old
Message #33642 Posted: Jul 17, 2009, 3:46 am
Yamikuronue said:

Er, why are they getting this?

They get a permanent effect (making a golem that can often earn XP more efficiently) for an initial investment, wheras with spell clans, we get a temporary effect for our investment. And now they get XP as well? It's like... ice cream on top of the already iced cake?

Spell clans should be able to gain XP from casting spells as well. Think of it this way: a normal golem can handle a foe a few levels higher (gaining more XP) if I cast an elemental damage spell on it every day before I hunt. This means I more or less permanently reduced my moti by the cost of the spell, because I have to use that much every day for hunting. A transmuted golem can handle foes a normal golem could not, due to the effects of changing form, but the moti cost is a one-time payment - the transmutation never wears off. Giving them extra XP for it just feels... unbalanced.

Just my $.02 at 1am.

ETA: of course this is only in response to the XP thing, I'm all for reducing the high moti costs.


Just as a heads up (and I value your opinion highly) but I have not been able to fight but 1 battle since I started this clan. I have burned all of my motivation transmuting to build up my clan.

I appreciate the fact that I do gain about 1/4 of the xp that I would have gained in combat now.

Also if I transmute a golem, it is gone forever if I leave this clan.
Xlrate
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Posts: 232
Location: Rildesjan
Magus Age: 94 years old
Message #33643 Posted: Jul 17, 2009, 3:47 am
GordonIronsmith said:

Xeno you mooch, but seirously, I'd love is spells gave a few exp as well.


What are the costs in motivation for the spells clans have access to?
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 99 years old
Message #33645 Posted: Jul 17, 2009, 4:24 am
at lowest 7 (for repair spells wood/bone) 15 (Elemental fury, expedient sandstone) and 25-27 for work shop protection, and flying anvil. We do not gain and EXP for any of the spells we cast.
Xlrate
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Posts: 232
Location: Rildesjan
Magus Age: 94 years old
Message #33652 Posted: Jul 17, 2009, 1:31 pm
maybe he could do them differently for each spell cast, but from what I have heard anvil is a pretty wicked spell as is.
GordonIronsmith
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Posts: 434
Location: Broukendale
Magus Age: 99 years old
Message #33674 Posted: Jul 17, 2009, 7:17 pm
Yes It with the help of a bow allows me to kill the spined troll with a wood golem consistently with out taking a single point of damage 100% of the time (well as long as I don't run out of arrows :D.)
Shan
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Posts: 589
Location: Arzenbourg
Magus Age: 113 years old
Clan: ARROW
Message #34775 Posted: Aug 12, 2009, 4:41 am
It would be very convenient if personal resource transmutations could have a similar quantity-selection drop-down as the exotic metal producing alchemists in Jaaron, please.
 
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