#Alchemy Packs and Cards (Formerly Astral)
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Thanks! I imagine its a bit of an undertaking at this point. However I do think this would be the first mod i'd like to work on
I can't read the file:(
can you download it? its a word doc
i don't have 365
This is the contents of the doc (not my writing)
Astral Packs (and cards)
I had only one minor gripe with the demo and that was how the consumable slot didnāt truly feel like a consumable slot. What I mean by this is for most of the āconsumablesā in the game, there was no value for using them in a round. The consumable slot for the most part is the place where the cards go to be immediately used or sold. Planet cards are either sold or used right away except when holding on to a few unwanted ones to avoid duplicates appearing. Tarots were slightly better but not by much. Most of the time it didnāt matter where the tarot cards were activated. The exceptions would be suit changers that you would want to hold on to in order to make a flush/flush house mid-round and death to make your Xoak. To a lesser extent there is devil and chariot. I would like the consumable slot to focus on cards that are to be exclusively used during a round.
Introducing Astral Packs (and cards). The best comparison to how these would work are potions from STS. These cards would have these unique effects:
1)Ā Ā Ā Ā Can only be used while in a round (canāt be used in shop) Ā
2)Ā Ā Ā Ā May either provide a:
a.Ā Ā Ā Ā Temporary effect for some duration. Either some number of hands, the round, or the ante.
b.Ā Ā Ā Ā Permanent effect once. Adding some number of chips or adding an edition or enhancement to a card/joker
Astral cards would be all things āspaceā. Iām thinking of a combination of stars, constellations, moons, comets, and galaxies. The smaller the body, the weaker the effect (lower rarity), and the larger bodies would be reserved for more powerful effects (high rarity). Or perhaps the body itself would dictate the rarity. The game would weigh lower tier rarities more heavily in packs.
Some Examples:
Sirus (Common): +1 Hand for the current blind
Vega (Common): Cards in the next scoring hand permanently gain +2 chips
Procyon (Common): 2 random scoring cards from the next hand are given a random enhancement (occurs before scoring)
Tempel-Tuttel (Uncommon): Hands containing a pair this round receive +15 mult
Sagittarius (Uncommon): The next 2 hands this blind containing a single suit receive x2 mult
Pisces (Uncommon): Money gained from Jokers this blind is doubled
Titan (Rare): The next 2 cards played are given a random edition (occurs before scoring)
Andromeda (Rare): Hands this ante receive an additional x1.5 mult
Eris (Rare): Each hand played this round raises its level (max 3 per respective hand)
These examples are not to showcase perfect ideas but rather to show the amount of design space unlocked by including them. I donāt see such a huge overhaul being added to the final game, but I think this would be an excellent mod expansion.
Pros:
1.Ā Ā Ā Ā A vast new design space for effects that would not be feasible on tarots/jokers
2.Ā Ā Ā Ā More variety in shops. A late game issue I found was that once your joker slots are filled and you squeezed most of the tarot value by having a fine-tuned deck, you find a lot of time rerolling to high roll editioned jokers. These cards will always have a place at all places in the game and are a good money sink
3.Ā Ā Ā Ā Consumable slots begin to actually feel like a consumable slot rather than the temporary storage for cards you were going to use right away anyways.
4.Ā Ā Ā Ā Overall more diverse and interesting runs
Neutral:
1.Ā Ā Ā Ā Dilutes the shop. While the shop variety is overall a good thing, this taking the spot of a joker pack early game might feel bad. One remedy for this is every shop would have a dedicated astral pack or card slot.
Cons:
1.Ā Ā Ā Ā For effects lasting more than a single hand, there would have to be a portion of the game screen dedicated for listing the effects lasting for the next x hands/blind/ante
2.Ā Ā Ā Ā The consumable slot would have to be revamped. Either consumable slots would have to be increased (preferred) or there would be separate slots for planet/tarot cards vs astral cards.```
Thanks for doing that. I've always had nightmares trying to format on discord
this is a really cool idea
Thanks glad you like it
there'd be a lot of interesting design space in these
Just noticed in the examples I used "blind" and "round" interchangeably. Just in case there was any confusion
That feels like the best suggestion so far wow š
A few more ideas for the sake of it
Astral: [Sol] (Common)
Cards in hands played this round that only contain one card become Gold
Astral: [Alpha Proxima] (Uncommon)
The first card in the next hand played this round triggers twice
Astral: [Crab Nebula] (Rare)
Polychrome cards and jokers this blind give x2 Mult instead of x1.5
Astral: [Supermassive Black Hole] (Legendary)
Select one Joker to become Negative
The last one there is interesting but is definitely just a giga buffed spectral pack idea.
From my interpretation of the astral packs it was meant to be more of a mid round(blind)/beginning of round(blind) card used to gain a boost for a blind or two, not just give you a straight up buff for the rest of the run.
It also suffers from the fact that you don't want to use it during a round, since you wont be able to reap the immediate benefits of purchasing two more jokers
With that being said though the astral pack does seem like one of the few places you could have a game changing card like that put in, since none of the current packs really have "rarities". (I totally think that giving current pack cards rarities like jokers would be a cool idea though, I think having the "rarer" cards in packs show up more in mega or jumbo packs would be cool.)
My perception of the idea is allowing the player to bridge consistency gaps, circumventing bad RNG during a fight with unique solutions. They're basically potions from slay the spire. In deckubuilders, consumables are usually insanely powerful but have a very high skill ceiling. They're thus very useful and interesting for high difficulty levels.
In the case of balatro they would be a very strong incentive to lower the number of discards, at least in high stakes runs.
some thoughts:
- I'm not sure space is the best theme for this. In the game space is related to poker hands. Planets and space joker level up hands, supernova levels up hands in its own way, constellation , satellite, telescope and observatory are related to planets.
- In order to keep it focused, I'd definitely remove permanent effects because that's a big overlap with tarot. Temporary effect is already a very strong identity.
- I'd not add seperate slots. More slots could be a thing, like 3 slots for the base difficulty and one difficulty stake lowers it to 2 slots
Oooh, yeah , this is really interesting. A whole new kind of consumable is definitely a lot of work, but I do agree that the consumable slot is underutilized, it's something I've had in the back of my head too. Would love to see something like this
I agree with the problems this is trying to solve and I think this is the right kind of approach. Nor sure about the specifics, but in general it does work well I think.
Appreciate the feedback. To address your points in turn:
- The space theme was chosen on a whim. I have no particular attachment to it and if someone can think of something else, Iām all for it.
- While drafting this idea I had the same thought about whether to include the permanent effects. I decided yes for two reasons.
a. The tarot cards for the final game I imagine are going to stick with the Major Arcana. Meaning there is no space for other tarot-based effects. The solutions for this is adding minor arcana cards in the set or putting the effects in Astral Packs. I went with the latter.
b. I think consumable effects can have some overlap with the other mechanics in the game. For example, I donāt think its off base to include an Astral Card that ranks up 3 random hands on use - I agree with just adding additional slots. Keeps the UI cleaner and to me seems more intuitive
Thanks for the ideas. I also was debating adding super rare cards on a similar tier as your black hole. I think they can be too warping in the base game but maybe they can be introduced after you beat the final boss and enter endless mode
Jokers have the same tiers, Common, Uncommon, Rare, and Legendary, however there are no Legendary Jokers in the current Demo
If there were Legendary Astral Cards they wouldnt operate like Legendary jokers though. You are limited to one legendary joker at a time. Unless you have it where you are limited to how many legendary astral cards you can use in a run
I was struggling for ideas tbh, I just wanted one of each, and Black Hole and Negative edition jokers seems to fit appropriately
I didn't know you're limited to one Legendary at a time
I was more thinking in terms of sheer rarity
You can use the same terms, just different rules for different cards
Maybe im wrong but thats how i remember them operating. And yeah i understand what youre saying
Either way, I think these are a really cool idea
Given that we have Planet cards, I think Astral cards are too close in theme to do something so different
Yeah the point was made above. I have no attachment to the space theme it was just the first thing that came to mind. If you think of a better alternative im all for it
I'm trying to think of things now, but honestly I'm a bit stumped haha
You could call them Material cards or something like that
And they're called things like Gold, Silver, Copper, Lead, Platinum, Uranium, or even exotic names like Strange (as in the quark type)
Matter cards, maybe
There are certainly better options than what i have. I just went with space because it seemed somewhat on theme with the inclusion of planets already and choosing names for the cards would be easy
Elemental cards?
i could have gone cliche and named them potions but who wants that
Could do something with alchemical stuff, so gold, salt, saltpetre, carbon, or a philosopher's stone
I agree that it was easy, but they would still feel good and satisfying of they were called that
Im about to whip out the periodic table and just go with elements lol
Hell, what about the deadly sins or the contents of pandora's box, or even Greek mythological figures?
The possibilities are endless. The only requirement would be that there are enough options in the category to make a substantial amount of cards
Welcome to my world
I do like thinking of other card 'set' themes and the art direction fot that set
Like a 'machinery' visual set where everything is steampunk/machine inspired. There would be quite a few options there. Or I had considered adding constellations as a set
Do you do all the art yourself?
I do yes
That sounds dope
And that's awesome, I love the art style
It feels simple because it's pixel art, but it's actually genuinely just good art
Or even just animals, I like animals
Save up a couple Giraffes for a tough boss
Proc a frog and an eel
Things found at a circus? Lion tamer, trapeze, cannon, elephant, trained seal
Circus themeing is super appropriate
Those do feel more like Jokers though
Card called Ringmaster that skips the blind but loses all your money
There already is a Ringmaster Joker 
Ooh, what does it do?
What's the difference between minor and major arcana ? I've seen arcana in many games (tboi is an obvious example) but I don't know much about tarot.
I feel like one common theme in balatro is mystery. Tarot feels mysterious, space is mysterious, jokers are stange things too. Sometimes it even has some kind of ominous feeling (spectral packs). Not sure how to put that into words but I really feel it
In that case Alchemy could work for the Astral packs
If I had an idea board the words 'occult' 'magic' 'ethereal' 'mysterious' would be on there
IDEA DING DING
Oooo Alchemy would be great
alchemy sounds super cool
Shit my train derailed
It fits the potion theme way too perfectly too
Like "classic" Alchemy, with philosopher's stones, gold, aqua regia, etc.
Or elemental metals as common cards
I'm going to continue mining the full ore vein babyyyy
Aurum, Ferrum, Cuprum
Hell yeah
plumbum (lead) could be a common
Depends how sciencey you want to go with it. You can go more classic with the naming, as they would've called stuff in the 1700s, or you could go more modern with the recent discoveries
Unununium
lmao I'm on the wiki for alchemical substances
111 through 118 did get actual names within the last few years to be fair
Rotgenium is 111
š
Alchemy for consumables would be cool as hell
Let us know exactly how perfect the idea is haha
Look at the whiplash here from how good the main name is to how awful the common name is
Baloney stoney
They did Lapis Solaris so dirty
The Oscar Meyer stone
Anyway I see like 30 great ideas from this list
https://en.wikipedia.org/wiki/List_of_alchemical_substances
Alchemical studies produced a number of substances, which were later classified as particular chemical compounds or mixtures of compounds.
Many of these terms were in common use into the 20th century.
oh i like what we are cooking here
Don't expect anything for release - but I do like this idea that I might consider something like it for a post release update
Tarots once filled this niche but I had to redesign them all to work when there was no blind active
So this would fill in that other half
Alchemical symbols, originally devised as part of alchemy, were used to denote some elements and some compounds until the 18th century. Although notation was partly standardized, style and symbol varied between alchemists. Lüdy-Tenger published an inventory of 3,695 symbols and variants, and that was not exhaustive, omitting for example many of ...
Even links to the Zodiac
which ties into stellar theme
If this gets added, just credit this whole thread as the source š
There's like 3 or 4 people that have given ideas for this
Yeah... good ideas though!
Adding a handful of more ideas. Now Alchemy inspired. I tried to take advantage of a few new mechanics with the expanded design space. Not sure how much of them are feasible but I like them in theory
Cadmia (Common): Leftmost joker triggers twice on the next hand this blind
Verdigris (Common): Add 1 card from used card pile to hand
Caustic Potash (Common): Next hand played this blind is unaffected by boss effects
Sal Petrae (Common): Triples the sell value of all jokers this blind
Bismuth (Common): Add 50% of the required blind value to score (Doesnāt work on bosses)
Zaffre (Common): The first tarot/planet card used this blind appears in next shop
Galena (Common): Add 3 Temporary Stone Cards to hand (Temporary cards are removed from deck at the end of blind)
Sweet Vitriol (Uncommon): Destroy leftmost joker and add a joker 1 rarity higher (Destroying a rare joker creates a rare joker).
Colcothar (Uncommon): Next hand played this blind has chips and mult equalized
Salt of Hartshorn (Uncommon): If blind is won with one hand, all items in next shop are free (Excluding rerolls)
Aurum (Uncommon): Interest cap is removed this blind
Plumbago (Uncommon): Add 5 temporary Aces of Spades to hand
Lapis Solaris (Rare): Activate only in the first blind of ante. Reach the next ante without any discards to gain $50
Bluestone (Rare): Blinds this ante are reduced by 30%
Purple of Cassius (Rare): Next 3 cards drawn this blind are given a random edition
Aqua Regia (Rare): After the first hand for each blind this ante is drawn, add a temporary card of any rank and suit to hand
For eye and mouth, if this is the first hand, how does caustic potash work?
I imagine it just scores and does nothing for the boss effect (can still score this hand type/no restriction yet on the one hand type)
Activating it before your first hand (if I remember their effects correctly) would do nothing. Using the Potash would disable the boss on the hand you activate it on when their effect is active
There are some funky interactions like with wheel where the effect would just flip up all the cards in hand
Water gives discards back only for one hand, needle gives another hand, ect.?
There are some bosses where the interactions might be awkward and unintuitive like Water. I think using the potash on water should grant a discard but I wouldn't know how obvious that is. With Needle you would be getting a free hand
Maybe it can say in the notes like joker stencil how it works for the current boss blind?
Maybe the wording can be changed to: Disable the current Boss Effect until after next hand is scored
would clear up interactions between wheel and water
But not for mouth and eye. This is why I think notes are better solution
yeah i just caught that.
the notes are a good place to start
Ideally most of the effects can be straightforward where you read the effect and be like "yeah ok this is what this does"
Thunk already copied it above
But wheel can also be this as well: the cards drawn until the next hand including the refills for it, can't be drawn faced down
Which is another reason for notes
A quick and dirty solution is just have a popup on bosses where the Potash would be unusable
like incompatability warnings with blueprint
I still think notes is the best solution. For bosses that it doesn't do anything, it can be "doesn't work"
I would like to have one "consumable" that while it's held triggers a random consumable at the start of the boss blind. Probably a rare or legendary but I don't know for sure. Also I don't have any ideas for name
without the demo im struggling to remember what the "notes" exactly look like on stencil. Just wondering if it would be appropriate on a consumable
It's saying in a smaller font joker stencil included
ok yeah i think I remember
I suppose that would be fine on a consumable
lol pick a random alchemical ingrediant and you are good to go. I do like the idea of consumables that trigger effects by holding in inventory. I don't know though if there is anything that having a consumable in inventory active can do compared to a consumable you activate for x-blinds cant. Like for your effect above, have a consumable that for the next 3 blinds, trigger a random consumable in inventory
I just realized that this thread has more messeges than the meme thread
i guess the advantage is that it reduces screen clutter since you would not need space dedicated telling you this effect is active
and lol we are more powerful than memes
Fool will be able to spawn this type of cards probably. I think it should be able since it can spawn planets
If these cards ever make it into the game there can be some adjustments on current cards (Fool like you said)
but superposition in its current state could give one
and there could be a batch of new jokers that interact
A scaling xmult for each use(already a thing for planets and tarots) for sure
Alchemist Joker is inevitable
The philosopher's stone could "reroll" every nonnegative consumable held at the start of each blind (tarots turn into a random tarot), etc.
I just thought I'd rather have a "Mr. bones" like effect on a consumable rather than a joker so this idea can have some traction. Going forwards I'm gonna think of some consumables that would have a temporary triggered effect rather than an activated ability. Some more unexplored design space
Trying my hand on some passive effect consumables. There are 2 rules I wanted to follow when creating them. The first is that I didnāt want to overlap with possible joker effects. They would be more like general support cards that would be too niche/limited to use a joker slot on. Second, I wanted there to be a logical reason for making the effect passive rather than something you activate. One thing I like about passive effects is that they reduce UI clutter. You wouldnāt need screen space dedicated to showing active effects from multihand/blind consumables. Obviously, everything canāt be passive since there are some effects you want to have control over when they activate. Also, I do prefer activated effects since they increase player autonomy. I think their best use case is with shops. The general rule is that alchemy cards cannot be used in shops and these cards still follow that rule. They are unable to be activated AT ALL but have a positive effect on shop interactions. I put the number of uses each card will have before it is āused upā and removed from your consumable slot. Most passive cards will have a limited amount of uses but I could see a few examples that can remain indefinitely. I like including āusesā on passive cards to differentiate them from cards you would activate. Some stuff may be a bit wacky but Iām just theorizing some cool interactions you wouldnāt get anywhere else
Vermilion (Common): Purchasing a voucher in shop immediately adds its upgraded version in its place (Uses:1)
Cuprite (Common): Upon entering a shop, add an additional random pack (Uses:2)
Calome (Common): While in the consumable slot, incremental jokers donāt deteriorate (Iām using incremental as a keyword that captures jokers which can increase or decrease in either value or scoring) (In this case this would prevent jokers like popcorn and ice cream from decreasing in scoring)
Spiritus Fumans (Uncommon): Common jokers encountered in shops are upgraded to uncommon (Uses:3)
Venetian White (Uncommon): When an adjacent consumable is consumed, add a copy of it to your consumable slot (Uses:2)
Thion Hudor (Rare): Jokers purchased without an edition gain a random edition (Uses: 3)
Calome can prevent ride the bus from resetting?
Thion Hudor is pretty much 3 guaranteed wof on newly bought jokers
For Calome I didnāt consider the bus interaction, but I like it. The wording isnāt perfect, but it would be something along the lines of āincremental jokers donāt deteriorate/reset)ā.
My thinking for Thion Hudor was the following. Itās a rare so its going to cost a fair amount of money. In the early game the first order of business is usually buying some scoring jokers. It is unlikely you will be able to spend a chunk of cash on this and then stay afloat long enough to buy the 3 perfect jokers. In the late game, you already have your joker lineup mostly established so this would hit suboptimal jokers. I think itās a strong midgame consumable where you have some cash to hunt and your joker lineup is fluid enough to allow for a new joker. WOF is not guaranteed but itās aiming at jokers you are holding on to (jokers you want to have an edition). Thion Hudor while a guaranteed hit, you are either going for less desired jokers or you are going to have to sell a joker you want to hit for a chance to encounter it later. Overall, I think itās fair an interesting enough to be its own thing.
The quick fix is just up the rarity to legendary (if this ever comes to be) and call it a day
What if Calome made the jokers unchangeable, like loyalty always being at its activation
Thats an interesting thought. There could be some sort of consumable that has these "Countdown" jokers activate every hand
I think it would be too broken if not implemented that way. Especially if you have jokers like hit the road, it would get out of hand fast given it wouldn't reset either
jokers being frozen might be a cool concept for some builds, but it has some significant drawbacks too
say, ride the bus would stop growing
Could add a special deck that synergises with the Alchemy Deck called the Alchemists' Deck, Witch's Deck or something like that, and each at the end of each blind it awards you an alchemy card
Thanks for creating some art @sonic nimbus ! This is just a proof of concept but I'd love to see some iteration of this make it into the full game or a modpack. Having some art pushes this goal one step closer to reality
I ended up doing something else for a bit, but I'm back to working on it
Don't feel obligated to create anything but id love to see what you come up with
Nah I'm having fun lmao
@bold leaf
Hey local, here's some art inspo for the alchemy packs
One is 71x95, the other is 710x950
Maybe make the material bigger, and add some flasks and tomes nearby on the desk, but how is it?
I like it. The only suggestion i can think of is making the material a more prominent piece on the card
Yeah, I agree
What shape should I make the gold?
Some kind of ingot, or a chunk?
@bold leaf How's this?
I like it but I am not an art expert. I'd be interested in hearing Thunk's opinion
Can't ping him, so I guess we wait for them to notice
Also, if you do see this and respond Local, please ping @me
Nice i like it!
Alchemy Packs and Cards (Formerly Astral)
Adding future ideas here for my personal notes
Alkahest (Uncommon): While held, Jokers, Tarot cards, Spectral cards, Alchemy Cards, and Most Used Planet Cards, can appear multiple times
2 fixes on showman
think this effect is better as a passive consumable (too narrow to waste a joker slot on) and fixes the issue of the anti-synergy with celestial packs
Already exists as a joker called ring master
Itās named showman now
Didn't know
And now you do :)
yeah i was underwhelmed by it in the invitational. Prefer the effect on a consumable with the fixed celestial pack interaction
am i the only one who saw minecraft gold ore
yes
No
oh this is awesome
Thanks man š
Some really nice artwork inspired by this idea in the fanart section. Credits to @lyric comet @compact jetty and @sonic nimbus above. Reposting them below so they are all in one place for easy reference.
I like them all. Also its interesting how there is a direction for both ingredients and alchemical actions
Kind of comes together with my ideas. The passive consumables would best be represented by the ingredients, which would be "used up" after a certain number of rounds. And the activated effects would best be represented by the alchemical actions.
Thought i'd post a progress update
holy these look amazing
what do they do
@bold leaf , Sorry to bother you, but did you make a post or comment which had all of the ideas so that newcomers can find and read them, if so, could you post a link? if not, could you please do that? I would appreciate it
Also, did anybody put in Coagulate, Subliminate, and liquefy in yet/
Incredible stuff. Thanks for sharing
Everything is contained in this thread. The general idea is that alchemy cards would be a consumable type that fills in the gaps left by others
Either effects that could only be activated in a blind or holding on to them would provide some sort of passive effect
No, I meant is there a list of all of the alchemy cards so far?
There is no formal list as of yet. There are alchemy card ideas above in various posts.
Also a few awesome people provided some art along the way
Dang, I guess I have to scroll through the 200 comment post š
lol its not too bad. If you have any ideas or thoughts yourself feel free to contribute
this is the place to brainstorm and I love hearing peoples takes
Thanks, will do
But somebody's got to make a list
Like, reading through 200 comments is a daunting task yk
If i have time this weekend ill throw something together
Thx, maybe I should do it, since I don't have anything to do rn
Unobtainium : While held, Level up each normally unobtainable poker hand (5oak, Flush Five, etc...) by 2 every time they are played (Uses : 3)
Also, I think the consumables slot has to get like +1 or +2 if this makes it in the main game
Yup i think i suggested that in the original post. Would be great overall since on higher antes, an easy modifier would be removing 1/2 consumable slots
what i meant was that i read through the thread and i couldn't find anything on what the distill,diffuse,dissolve,etc. cards did
are those the new ores or what
This is what I mean by needing a list lol. There are going to be a lot of duplicative ideas
If we aren't organized, no pressure tho
Ruby (Rare): When used, Retriggers all cards played on next hand
Prism (Uncommon): When used, make 3 other copies of chosen card with them all being different suits
Amethyst (Rare): When there is no other consumable in consumable slot, spawn 1 tarot card after blind
Prismarine (Common): When used, give tag of next blind (excluding boss blinds)
Catalyst (Legendary): While held, XMult Jokers (Baseball, Obelisk, etc...) Gain X2 XMult (So, Baseball would be 3X per Uncommon Joker, Throwback would now be Gain X0.5 Mult per skip, and so on)
I mean, this is all theorycrafting right now, itās not a design document. I donāt think itās a big deal if we have some repeated ideas, or some unfinished ones (like the distill/diffuse/dissolve stuff)
Yeah, I know, but I guess i'm just a perfectionist
50 likes, jeezzzzz
*52
weve made it to standard deck size of likes
lmao
And we stay silly
I am glad this thread is getting decent traction, I think it has good potential, not to mention how Local himself said he liked the idea, and especially liked the theme of Alchemy generally
its crazy how good these are
my current fav is evanesce
my idea for absorb is like a plant with its roots absorbing smth
for evanesce you could use libra as the symbol? It represents sublimation which I think is another name for evanesce (solid -> gas without liquid)?
I think straying away from the zodiac symbols is a good idea considering the astrological bits of the other packs
Ah that version isnt fully updated, latest one the gold nameplate on evanesce is morphing up too
very sick art thanks for sharing
i may have an idea: we add 3 new card modifier called solid, liquid, and gas(could change the border, solid could crumble, liquid could drip, gas could be smoky at the edge)
solid: +5 mult per scoring liquid or gas card
liquid: +25 chips per scoring solid and gas cards
gas: x1.1 mult per scoring solid or liquid card
instead of putting these in a pack, we could add a new joker:
Alchemist Joker(rare): Gain 2 of the (insert consumable name) when blind is selected(must have room)
So complicated
as someone said above this is all just theorycrafting and every post is welcome. However @compact jetty has a point. The conception of alchemy was to fill in the role that that tarots mostly excluded. I value keeping the idea simple
true
I've got plenty of ideas for what i want them to be but i'll list them out once ive finished making them
aight
hows this coming along

wat
Ive not done anything else on this since last time i posted pretty much
Idk about anyone else
Too busy making jokers and playing the game
The game is just too fun
ok, i feel like the philosophers stone would have to be the spectral card in the pack (like black hole or the soul)
maybe it could make every card in your deck into something?
i feel like with the other 2 legendary useables there isnāt much risk
so maybe instead of that it could introduce a new seal
like rainbow seal or something that when played and scored would add a random edition to an other card that was played
hmmmm
well, since alchemy packs are the most consumable of the consumables (like effects while playing) or whatever
what if the philosopher's stone balanced the chips and mult?
like in plasma deck
what if philosophers stone was a spectral
like soul and black hole
oh wait someone already said that nvm
i was thinking about this last night and i feel like a cool effect would be making all jokers polychrome for a blind
I don't have the talent to make this into a full mod. If anyone wants to take this idea as their own and make it happen feel free. There are some good ideas and art in this thread contributed by a ton of people
maybe for Melt put a melting ice cube
Just saw the Codex Arcanum mod. Looks like someone made it into an actual thing @bold leaf
https://github.com/itayfeder/Codex-Arcanum
ive been playing this since the day of release š
Honestly I'm super chuffed it made it to full release, sad you didn't get any credit
yeah
i hope it puts some of the stuff in here to use
like the card sprites
or something like that
All good. Creators came up with this idea on their own.
I mean the ideas are pretty close to what you suggested, but I suppose no-one has a patent on Alchemy haha