#Codex Arcanum - Alchemical Cards and abilities
1 messages · Page 2 of 1
yeah true
i think they should get for this blind but i kinda get why they didnt
if you wanna keep the planet thing,it could be that "current poker hand" (as in,the one youre currently selecting to play" gets upgraded for 3 levels this blind
oh yeah, that's a real outlier
good idea
it's like that one tag
but temporary
yup!
and also a backup plan like "oh damn i didnt get my main hand time to upgrade something shitty for now"
oh while im speaking, i should also comment i ran into a glitch regarding negative alchemic cards - if you have full consumbale slots and try to get a negative alchemy card...it fails.like the pack closes,but you dont get the consumable
I also would like to suggest a change to Arsenic/an effect for new card potentially?
• Set the number of your hands and discards to the higher of the two.
but it's kinda busted I think
I just feel like Arsenic is weaker than Ignis and Aqua
in terms of raw value
mb I'm overthinking it
Oh and one last thing:
• It would be nice if Bottled Buffoon would count used discards as well (to synergize with both Ignis and Aqua).
ooo that would be nice and make it much better too
why does it look like it has big meaty lips
ahahaha
i knew i wasn't the only one
looks like Homer Simpson's mouth
it is :/
what is the price?
wiki doesn't state that iirc
interesting... i like that idea
i like your Salt and Chain Reaction changes
The Weaver too! sources online say it means "recognition of destiny/required life lessons" but also, ur weaving, creation go crazy
Ooh like these names
was salt already planned to be nerfed after the tag buffs?
Actually, it would be even better if it counted EVERY CARD DRAWN so it could synergize with not only Ignis and Terra but also with Quicksilver and Aero
That would require increasing the number of cards drawn to generate an alc. card ofc
~25 or so
that's a sick effect
and really good too honestly if its a low level hand
just select it upgrade it and go crazy
another change!
alchemical cards have a small pop-up that says you can only use it mid-blind!
do i have to download the assets folder to download the mod?
yes, the assets folder contains all of the art for the mod
so i have to download both assets and CodexArcanum.lua right?
yes
will the thing ever be fixed where taking an alchemical card from a booster pack while your consumables are full eats it
does that matter? i think it could probably be changed to make it disable the use button in packs if slots are full but then you'd just have to skip anyway
yeah that's what i was thinking
it'd mostly be good because people who are new to the mod are probably used to not having to worry about consumable slots when opening boosters
true
that's a very clever way to do this
Tho, does it imply that effects last for the current blind only?
not really
i mean some effects don't technically last for the current blind like the levels, tags, money, etc
but that's kinda the problem, no? These effects supposed to be temporary
the effects are supposed to be "consumable" one time bonuses
you just described tarots and planets (consumable one time bonuses)
wait yeah XD
The fact that you can use them only during a blind is ok? But that doesn't make them fundamentally different from already existing consumables
not really? enhancements, hand levels and deck manipulation are all permanent bonuses
permanent yes, the consumable card itself is one time use
That's the difference I was expecting Alc. cards to have - their effects are not permanent.
unlike tarots and planets
in exchange their effects more powerful short term
Currently for example sulfur is straight up just gain +10$ upon use. Why it has to be restricted for combat only? Why its effect doesn't affect combat in literally any way?

now it makes sense that it can be used during blind only but it's still a permanent bonus, right?
yes
then I don't understand what is the actual philosophy for these cards is
Tarot cards have no overarching theme whatsoever
There are enchancements, transformation, removal, and two money makers
Not to mention Emperor, High Priestess, and particularly Fool
I think it's true there's a bit of breadth to the effects Tarots have, probably because they're kind of the generic "consumable card" aside from planets and spectrals, where their effect is not massive, but generally fine. Planets do a very specific thing, and spectrals are like more extreme tarots with notable downsides.
Spectrals may be a better point of comparison in terms of "themed consumables", as the weaker ones have little to no downside, or the downside is built in like the inability to select which joker/suit/cards will be effected, but you still get to make the call
As such, I think when possible, Alc cards should attempt to maintain consistency to the theme of "temporary, explosive results", so as I've seen suggested before for example, making Sulfur do something like convert cards to gold for 1 blind so it still has the long term effect of producing wealth, but is tied in thematically by making it do something that only makes sense to do during a blind
Salt is an exception to this trend, but I think it has a justification, which is to play with the Tag mechanic in a way that doesn't require skipping blinds, and if you think about it a bit more abstractly, building in the tradeoff of boosting the blind requirement kind of does tie in thematically, since it requires you to use it during a blind because you couldn't normally get a tag without skipping a blind otherwise
Idk about anyone else but I kinda feel like both Terra and Salt should have their numbers boosted, since a 10% change of blind requirement doesn't feel that impactful in either direction. I think it could reasonably be as much as +-50%, considering that's roughly the difference between the small and big blinds, so using Salt is essentially saying "my build is strong enough I could skip a blind for a tag, but I want full blind value so I'll pay the price another way", and Terra actually feels like it can accomplish the opposite by giving you the moment to catch your breath and recoup your build in the next shop when the round will be probably more or less the same score requirement
Maybe 50 is a bit extreme considering 1) it's a random tag not one you can see and choose to skip for or not, and 2) you might want to use more than one Salt card per round
but I think even two 10%s is negligible most of the time
maybe 20% is good
@fossil grail I had an idea for Sulfur to make it more combat based, and not just straight moo-lah, kinda like the nerf suggested for Salt.
Sulfur: Convert ALL of your currently earned Chips into Money, gaining 1$ for every (100*blind) Chips you have. Leftover Chips are discarded. Turns to (100^blind) once you go into Endless.
I meant like not what effects are but what they have in common
I thought alc. cards are supposed to provide combat only temporary benefits (affecting combat in one way or another as well)
that's what I'm saying!
I also agree with that
10% doesn't feel influencial enough
buffing it would break much balance since consecutive uses of Terra doesn't detract from the max required score but from the current one instead
yeah hence returns diminish
Which is weirdly also true of Salt because you'd be getting "less tag per score increase" if that makes sense
quite complicated
99,9% effects in Balatro are simple and straight forward
I do feel there is an important level of simplicity to maintain at the first-principles layer yeah
the game gets complicated enough on its own just by mixing up all the moving parts together
each part should be simple in isolation
that's what makes it fun!
simple effects create uniqe and complex situations
This threw me off severely at first
Because the cards do this weird thing where you use them just to spawn them in your consumable slot
Instead of just pulling them into your consumables
Even though other mods have shown that it's entirely possible to direct a card from a booster pack into the consumable slots, without proccing it as a use, and presumably stopping you if you're full on slots
Whereas the current implementation allows you to just outright make a mistake and waste a card or pack entirely
Plus I think the use implementation in booster packs and the burn animation contributes to the feeling that you should be able to use these outside of blinds which you aren't
Yeah I think overall it was an interesting design choice to try, and I can appreciate the hacky cleverness associated with it, but it does ultimately feel like a little less clear and polished design for it in the end
which mod does this?
the one in this video (this mod, Codex Arcanum)
...
lmao
it will probably be changed soonish a cool person (autumnmood) is trying to figure out how to do that moving consumable into slots thing properly so i'd be surprised if feder just ignored that for no reason
Betmma vouchers has reserve area
It even adds an alternative button to do so
And it works really naturally
I have been lurking around here for the entire discussion, it really has been interesting
Fair enough, I just wanted to balance it out to be more reflective of how the Alchemical cards work.
I hope it's somewhat helpful
Found a minor bug. Brainstorm didn't copy the effect of Chain-Reaction when I had used Salt.
Still made salt, just not in game
Honestly want to see this as a Joker.
gotta love how the image name is just "Despair"
with the capital D
I wonder how much of a possibility it is to be able to view your discards and be able to select which ones are returned to the deck.
For the context of phosphorus
he's done it again fellas
can't wait till that's me🥹
can wait til thats me
lmao surely ritual sacrifice will get on a thumbnail
"This Mod Adds a Squirrel Card?"
lmaooo
don't tell anyone but i also got a similar idea for the next theme🤫
huh
similar to codex
to clarify it will still be unique, not much to do with alchemy. But still similar to this mod, don't tell anyone🤫
Souls should have a chance to be found in Alchemy packs 
wasnt there plans for there to be its own thing like that for alchemy
yeah
is that going to be what the philosophers stone is
aether/quintessence?
iirc there's no Jokers in Balatro that have 2 different separate effects
that's why catalyst is quite busted
someone asked for a tarot?
Ooooooo!!!

YEAAHHH.
Now, what other alchemical cards should we add…
the spectral one is in high demand methinks
Which one?
😨 what do you mean which one? the spoiler one that i've commented on like 3 times
?
the spectral one?
Black Sulfur aka Brimstone (Spectral card)
• Add Negative edition to all cards in your consumable slots.
Interesting. We might use brimstone for something else, but I like that
What list of symbols are you using?
You know what? For a spectral card that seems pretty weak
Mb something like:
• +1 Consumable slot. -1 Hand size.
When you say a “spectral card” you mean something like “soul” or “black hole”?
Trading consumable slot for hand size seems weird where there are multiple vouchers that give you consumable slots for just money imo
???
you gain consumable slot
and losing hand size
Yeah that's weak
Whatever downside feels fair
You’re trading a hand size for to get a consumable slot instead of the vouchers that just give you a consumable slot instead
I'm here for +1 consumable slot
It could be
+1 con. slot
-1 discard/hand
anything really
With this mod there are three (i think, haven't checked
) vouchers that give consumable slots, and ngl i don't think we need more things that reduce hand size without any way of increasing it
Only mortar voucher gives +1 slot
Oh, what does the second one do?
the other one is Catalyst
Joker
+2 consumable slots, gives x mult for each consumable you are holding
(quite busted if you ask me)
I agree
But you have to keep them occupied, and not using the consumables is the trade off ig
If you have card generating build, you take catalyst
Blue seals, tarot gens
whichever
I suppose
Like imagine 3-4 planet cards for your specific poker hand (in 1.0.1c patch) at the end of each blind
Or purple seal build
discard 4 purple seal cards - 4 free tarots
For only 1 discard!
also don't forget about new 8 ball
Back to the topic, how about trading hands/discards for +1 consumable slot?
We ball
That could be reasonable
Maybe
Again, it’s a hard thing to balance due to the existence of things like the Crystal Ball (and the Mortar and Pestle that this mod itself adds)
MORECONSUMABLES SPOTTED
I’d almost argue losing a Hand might be equivalent to gaining two consumable slots
because hands are pretty valuable
Actually, thank you for letting me know about what hooks steamodded has!
what lol
I have more consumables loaded all of the time
So I checked out how you added logic to your tarots
And saw that there are hooks
So I used them
oooo
Discards on the other hand are objectively less valuable
so here we could have an equivalent exchange
+1 cons slot for -1 discard
WE WINNIN OUR ISAAC RUN WITH THIS ONE, BOIS!!1! 🗣️ 🔥
Powder
• Retrigger all played cards in the next hand of the round.
or
• Add Red Seal to all cards held in hand for one blind.
I'd personally would make it like «give all cards held in hand Red Seal for this blind only» (for more synergies) but I'm afraid that might cause technical difficulties
@fossil grail what can you say about that? Doable?
We are saving that idea for another card…
ok then
You can also copy paste this effect but now with Blue Seal
with other seals such «hand-wide» effect would be broken imo
Red and Blue Seals are the most reasonable ones
For this effect I would suggest using Silver since it represents Moon in Alchemy iirc (Gold - Sun). Moon kinda looks blue-ish
@fossil grail
Sorry for the ping (if that bothers you)
perhaps Purple Seal wouldn't be that broken since it requires you to spend discards to get value, multiple discards actually since you are limited to 2 consumable slots after all
In that case i can suggest:
Wax
• Add Purple Seal to all cards held in hand for one blind.
(reference to Medium spectral card which has candle on its art which also adds purple seal to a card as its effect)
are the main metals meant to be added later or something?
they kinda overlap with planets, no?
One word. Chrysopoeia.
you right
well, yes and no
planets are just for hands and those don't really reflect the metals/alchemy, and i believe an interest has been expressed in adding the metals
and i can think of several associations for them that deal with alchemy/the occult
like Jupiter -> Tin -> preserving/protecting cards that would be destroyed/debuffed, which also serves the 'good fortune' aspect of jupiter
In that case Sulfur should give its money-related effect to «Gold» alc. card
or þe planetary metals are hand-specific megabuffs
not sure wdym
planet metals buff planet's hand
that would imply that there are planet metals for each of the planets, but the main 7 only cover mercury (quicksilver), venus (copper), mars (iron), jupiter (tin), and saturn (lead), the sun (gold, could technically count as black hole), and the moon (silver, could technically count as earth)
that would leave uranus, neptune, pluto, planet x, ceres, and eris (however it would definitely be possible to align other alchemy metals with these hands, just not cleanly)
you could hypothetically do that
if i may add my own two cents
im 2 cents richer
The planets and dwarf planets (barring planet x) already technically have symbols assigned to them
Uranus uses ⛢, Neptune uses ♆
Pluto has ♇ if its an astronomical symbol and an astrological symbol which apparently is not supported by the font but is
Ceres has ⚳
and eres has these two
i was going to suggest something but i just realized that planet x should instead have no symbol and no element but still have a card
if planet x's symbol isnt just an x i will riot
uranium, neptunium, and plutonium feel like obvious choices to link to those planets
þose work well yeah i þink
nice thorns
potassium could potentially be for ceres since it's a very important element in agriculture and ceres was the goddess of agriculture
Iron for Mars?
(though i suppose it would be nicer to call it kalium, maybe?)
oh ye

that link has already been made yea
same
yeah im struggling with that one a little
plastic
I thought that was Clyde?
antimony feels important but im not entirely sure why
hmmm
technetium also feels important and im entirely sure why but it might not be the best option
both of those could hypothetically be planet x
technetium because its the first(?) synthetic element and antimony because(?) its weird
þe obvious answer is unobtainium for planet x
that too
oooooh good point
yeahhh im all out of ideas
are there plans for the four stages of the magnum opus?
(nigredo, albedo, citrinitas, rubedo)
hypothetically could be 4 vouchers in a sequence
if that is impossible then they could be merged 2 per voucher 2 vouchers
plumbago(graphite) could possibly be ceres? since they're both dark and stuff
idk got nothing lmao
@fossil grail Here's a full list of my suggestions with better formatting: https://docs.google.com/document/d/1-3UX_5q1N0Uh6P6QVmzDLU9jr4UWafAi8YSJcBti4PI/edit?usp=drivesdk
technically vouchers only need to be in pairs for visual ui reasons
Also I'm still confused how this would function
Can you give an example
?
lead is saturns metal
if you use lead, then straights would be buffed for that blind since saturn buffs straights
Isn't my suggestion for cobalt just simply better? No need in 10+ new cards (with pretty much similar effect), just one
Cobalt
• Upgrade selected poker hand by 3 levels for one blind.
Selected means the phase when you pick cards from your hand to build a poker combination
þe specific ones could be stronger or function fundamentally differently in some way
maybe doubling its stats directly instead of increasing level
Stronger sure but fundamentally different? How exactly?
Isn't that a bit boring?
just straight up increasing the numbers of the score
especially on 10+ different cards
even if done in somewhat unique ways
however, I can't imagine in how many unique ways you can put this number increasing
Set the level of all poker hands to the level of your highest poker hand for one blind
that description is quite vague, no?
in what way?
«count as» might mean that respective jokers would synergize with everything you play
yes
oh, if that's the intention then sure
just having it match score is too weak, especially if you get metals like plutonium or quicksilver
which element would have this effect?
the planetary ones?
all of them if its implemented that way? if its just one then straight flush since people regularly claim that its "the hardest" to obtain
I see
that's a way better effect than just +mult/chips for a certain hand for one blind
imo
@glacial blaze kinda cooked with this one ngl
thanks
also, imagine getting planet x alc. card in early game
that's some crazy score gen
the secret metals would require their secret planets to have been found first in order to be available
no youre absolutely right straight flush is great early
perkeo seance neptunium would be awesome to get early and it is definitely possible
granted perkeos involved but still
T1: Transmutation
T2: Magnum Opus
and þen plutonium is þat one img of patrick wiþ a board nailed to his head
what are those
I'm not familiar with your game
its
literally right under the message
I mean what is the mechanic/effect
they're the four theorized stages that a material or something would take until they reach the magnus opus
i dont know??? thats why i asked
that sounds
Bad
then it isnt that
but fine if you had to make me make something up right now
Mb a Joker? Like after 4 blinds, destroy this and gain X (something)
second idea: four vouchers in a sequence, they make alchemical cards better/more common/whatever, and they build on each other in some way
that'll probably require some serious coding
third idea: the first idea but instead of vouchers its jokers (so basically just exodia for alchemical cards)
Play 4 different elements to get X
probably like "alchemical cards and packs can appear anywhere in the shop" or something
if exodia is too weak then they could be like "alchemical cards can appear in other booster packs" "alchemical cards can appear in the single consumable slots of the shop because i have never seen that so im assuming its not there" etc
Blackening, whitening, yellowing, and then upon completion of reddening you make the Magnum Opus ye
or, alternatively, each one corresponds to a single suit, but instead of mult and stuff its alchemical card related
Nigredo - Common
+30 Chips. After 10 cards are destroyed, becomes Albedo
Albedo - Uncommon
+20 Mult. After 5 cards are added to your deck, becomes Citrinitas
Citrinitas - Uncommon
2 xMult. After using 30 consumable cards, becomes Rubedo
Rubedo - Rare
Each scoring card provides 1.25 xMult. After 5 rounds, becomes Magnum Opus
Magnum Opus - Legendary
Retriggers all scoring cards. Each scoring card provides 1.25 xMult.
idk
numbers could use some work but maybe
Nigredo is about destroying cards cause that's what nigredo is. decomposition, cleansing
Albedo is adding cards because that's like, bringing light and new ideas into the thing
it would be better if those were 5 separate jokers which all could evolve into magnum one (except legendary one)
eh
not really i feel
the point of the stages is that you have to go through them in order
putting all of this into one joker is a bad decision since most jokers have one lined simple effects
well they are all still one lined simple effects
they're 5 effects in one
well i guess thats Fair
but its not very complex looking at the beginning
like you look at the Nigredo and say
"ooh, what's it gonna be when it becomes albedo?"
i guess cavendish is also like this? technically
this is not hearthstone brother
sure but compare gros michel to this monstrosity
i will make þis into yugioh i stg
and banana is one among 150
2*
monstrosity????
run info also doesnt tell you everything
i feel like its a lot better than
you Know
making 4 vouchers in sequence of each other, which is a lot less mechanically interesting
no offense, I meant it's just huuuge
i 100% agree
you Dont know that its huge is the thing
or splitting the four processes into 4 different things which is against what it actually is
its actually quite small
have you seen þe cosmic jokers?
also I should say that bananas have the most basic effects unlike the stages of the Magnum
the
Stages
what so like +20 mult and also counting how many cards you add is complex???
im gonna stage a magnum watch þis
you dont compound the effects they're just changed into the next one 😭
also i will mention that it could result in the yorick problem
but only if the requirement numbers are too big
like 10 cards destroyed seems a little too difficult to me
maybe 5 cards, then?
6 is the number that my instincts are telling me
fair
immolate is 5 so thats probably why
actually im gonna see if theres any relations between the stages and numbers
guys hold on
i dont think there are other than stage 1 stage 2 but i could be wrong
let me spit smth
what if each stage would give this joker a new edition from foil to negative?
instead of all these wacky effects
oooh
ehh
could be interesting i guess?
no, i dont think that would really work
yeah
and also djshd waCKY??
its

like if you got wheel on it then what
the only thing thats super weird is like
rubedo and magnum opus i guess
either it stays like that until it "upgrades" or it upgrades automatically
that doesn't matter, the edition will change accordingly to the stage
replacing it
ummm no? Especially if this "upgrading" will not be the only effect this joker has
it could have a unique effect + edition staging side effect
you Are
huH?
in fact i feel like this is an inherently More complicated idea
so the card upgrades, gains a unique effect, and also changes editions
instead of just
I suggested using existing mechanics (editions), you suggested brand new effects for each stage
having a basic enough effect and then changing after a certain condition
+30 chips is a brand new effect??!?!?!
or +20 mult????
scoring cards give x1.25 mult is like just a different version of bloodstone
and magnum opus is that + sock and buskin for every card
okay sure go ahead
Jonkler
x2 Mult. After doing X, add Foil to this Joker (next edition: Holographic).
yes
but its disingenuous to the concept of the 4 stages
How so?
like the stages arent just variants of each other, they're entirely different things and parts of a process to reach something higher
this joker changes but it remains the same at its core, is what id say
i think we just have different visions for what we want sdjhsd
Wrong! It's always x2 mult effect that gains different side effects (different variants of the og effect)
technically
i mean
Yeah
and thats the point im trying to make????
hold on okay lemme try and
recuperate our statements here
the thing that changes is the material joker made of
now does that make sense to you?
Listen, I don't want to be a nerd and hate fun, complicated effects but Balatro isn't about these super complex effects
that's all I'm saying
what's the effect?
.
I think that the Joker and its effects should change because the 4 stages arent about changing materials but instead transforming itself to something much higher, each step is an entirely different process, which makes the pinnacle of it even harder
so this is a great joker idea
but
yeah that's not that complex
it is not the same as the 4 stages
kinda lke alpha / beta / omega from sts
it's complex compared to what we have in the game
that's all
it fits with the alchemical theme nicely though
can you get the non-base form in shop?
nope
sure thing
if you look at it as a whole then I suppose so, yeah
im open for changes but like the ones you want are taking away from the core concept and point of the stages
- 5 jokers
- condition to upgrade changes depending on process
- effect also changes
- maybe the effects could be related but not equal?
oh yeah and another is that
its complex because it is a whole
and you arent supposed to look at it as a whole because that's not what it is
yeahh pretty much
okay what if
its an effect that relates to seals, but the seal changes and there are 5 seals now
the fifth one relates to alchemical cards
and the color of the first four seals is close to the color of the material
could also apply to the magnum opus but idk if its actually specified what color it is
maybeeee
one sec
Nigredo seal - discard to become albedo
Albedo seal - play to become citrinitas
Citrinitas seal - keep in hand to become rubedo
Rubedo seal - destroy to create joker, maybe?
9 seals?
four seals-
no 9 seals is great
theyre seals
they have the same problem as tags and adding 5 more seals helps that a lot
ohhhhh like 9 seals overall
ok ok what if
theres just the magnum opus joker and standard packs can now have nigredo seal cards
ooooh
potentially also a nigredo spectral
that can work yeah
also illusion
would "alchemical cards and packs can appear anywhere in the shop" now be a reasonable effect for the joker or is that too strong now?
really?
then again i also dont really know the impact of that
that feels extremely good to me
despite interacting with the modding channels and making mods i, personally, do not mod the game
based
shouldnt be too hard to implement though
could be tested
actually i could probably test it myself
radical
that's what happens when you create complicated effects
its not complicated
????
i
dont see how that
has to do with anything anyways
or like the current discussion
its slightly more complex than omen globe and slightly less complex than showman
being complicated has nothing to do with game balance
the more complex something is - the harder it is to track an outcome
now that's a hot take
no it
isnt
þis chat is unusable, þ takeover
im,
Okay
even if that Is true
that has nothing to do with this?
whats the probability of omen globe?
i need a probability to make the test work properly
ok, ppl, you do you
I've suggested my variant, you suggested yours, everyone is happy
I'm not gonna interfere anymore
again lord of the deep dawn i feel like you're focused on the fact that there are several individual things that start from one thing to the next
and this seal stuff is literally the most simplified i feel like it could get while still maintaining the original concept and being interesting
actually couldnt i just use 50%
yeah ill do that
good /lh
Making every hand count as the same would be mechanically more interesting imo
yeah, that's what I'm saying
It isn't immediately op either, like, imagine you use it against the eye
(no repeat hands)
@oblique heart The thing to avoid is not complexity, but rather frontloaded complexity. If a card has fifteen lines of text all at once, the average player is going to take one look at it and - quite rightly - walk away. The proposed Magnum Opus joker is complex, yes, but there's an important difference: that complexity is shown to the player in bite-sized chunks, which can each be digested and understood before the next part is revealed.
I will look at it when I return home. Interesting
Can you send some screenshots, those statements are EXTREMELY vague.
Alchemical Card idea: Disable the effects of the boss blind for the next hand you play.
good idea
Maybe also make it raise the required blind chips to balance it if its too busted
one hand isn't bad
Like another mentioned idea here
Lovely
I actually really like this idea
i had a few on theme ideas if anything strikes your interest
and some outside the box effects if youre feeling wacky
do you have the assets folder inside your codex arcanum folder?
👍
then unzip it in your mods folder
Wouldn't that card be useless outside of Boss Blind?
Does that even matter?
Yes???
Since all other alc cards are useful on any blind

Alc. cards are already limited to combat only + temporary effects (mostly)
It is not like this is the only alchemical card that does not have a direct benefit against current blind. The one that adds money, for example, does not directly help you defeat the blind.
Those are gonna be changed soon
We already discussed Sulfur
and Cobalt
you can scroll up
Wasn't your idea to rework Sulfur was to make every card have gold enchantment temporarily or did you make another suggestion?
yes
I tried to preserve the og idea of generating money
That still does not directly benefit you against the blind. Moreover, that would still make Sulfur less of a temporary benefit and more of a long term benefit, even if it is only a temporary effect.
I liked that idea very much btw
Since the og idea was to generate money, then there's no way that gonna help in beating the blind, however, this effect now makes sense to be used in combat only and it's temporary
I did what I could
Sulfur should make the next hand or cards trigger the beneficial effects of your Jokers and disable the detrimental effects of the blind
Like, make a hand or card count as what would be valuable even if it's not

There is only so many effects/alchemical cards you can add if the gold standard is that they have to directly help defeating blinds. The gold standard should be that they have to be only usable while playing against a blind and have a temporary effect. (IMO)
Basically yes
That's their limitation
Sulfur represents the active principle in alchemy as opposed to the passive in salt
So I like the idea personally of sulfur acting as a catalyst for other conditionals
I will not give opinions on the theming
I mean, could work, @untold depot 's idea can be used here
Honestly? You can slap that effect on Terra
Especially since if it benefits you for exactly one hand, seizing that perfect moment to your benefit is very appropriate thematically
Wouldn't really hurt
Eh I dunno
I think Terra should remain something that's universally useful
Just because the classical elements are so ubiquitous
I'm not exactly sure what to replace its current effect with but still
I mean blind reduction + boss disable
blind reduction for any blind
mm
just a neat side effect
it's pretty negligible
I'll add this to my doc if you don't mind
^
I like this I always found Spectrals to be a hit or miss sometimes
Making them just. Good
what is a ten of moons
Six Suits, I like to play with it
That's a good one
Yeah, I have no idea how that happened, nor why the background is currently watching Madagascar 3 with the rainbow afro. XD
what about ink&color suits?
oh don't worry, it will become more rainbow
umm...
It's angry!
btw I've been enjoying your mod , but i think that maybe "Salt" could be tweaked to be a little bit weaker since it often happens to get very strong thingies together , like negative and rare jolly or holo and rare jolly , if that's the intended functioning then no problem
It's already been nerfed, chill.
did i miss an update or was it stronger than 2 thingies before
It was nerfed to only give 1 tag, and increase the blind requirement by 10%.
it's currently just giving 1 tag
Ah, oki. Do you mean just 1 tag?
no more blindss
sorry
imagine if it gave one blind after you defeated the current one, could be an opportunity for resources
or death
maybe like a lower blind
x 20 blind requirement
new alchemy card; LSD
Hides all your jokers and consumables
Makes every playing card appear as a different playing card from your deck
At first I was scared that this mod was gonna just bloat the game with boring content but I'm severely wrong! This mod has blown me away with the fun, create yet simple things it adds to the game!
I have some silly suggestions I think are fun :)
Alchemical card ideas I have are,
for the blind all playing cards act like they have every suit.
Another silly one could be, use two random alchemical cards.
Some fun rework ideas for existing content is making it so with the philosopher's deck, instead of starting with alchemical cards a alchemical pack is guaranteed every shop.
Mortar and pastle should add a booster pack to every shop instead of another consumable slot.
This is some final boss of Balatro shit
Like all the bosses at once
XD is not the final boss, it’s something else
balatro story mode final boss
true! this is the part where you fight jimbo's brother timmy, the alchemist
I did like the idea of a Nicholas Flamel Legendary Joker somebody suggested (probably call it Flamel if you were to make it a card)
is it up to be changed or not?
it's just Salt doesn't affect combat in any (even slightest) way at all atm

It will give only 1 tag when the next version drops
ok
Btw, would you mind sharing what is the actual design philosophy is for alc. cards right now?
Mb you changed direction or smth smth
focus is on mid-blind usage and manipulating other elements of the game like hand sizes and such
And expanding on that concept, maybe gives a bonus depending on alchemy cards used
And like Yorick, a special bonus if you have used all different types of alchemy cards in the run
But there might be exceptions, right? (like Salt, Sulfur)
Also, thanks for sharing your vision
salts a little bit in the odd zone, as is sulfur, we've got stuff in the works for sulfur at least
salt has also been tweaked but maybe we'll tweak it more
Thanks for covering those two! I really like Salt's effect of giving a random tag but it's quite unrelated to combat, I wonder what you will cook with it
I also had an idea for an Alchemic card that increases blind by 100% (x2 basically) which is supposed to be a big downside, however, it could be used for stalling to gain extra scaling
Sounds pretty niche and that's why I was thinking about the reward for increasing the max required score by x2
Not sure what that reward could be (thematically) since i don't really know which alc. element this effect could fit
that's basically my idea of challenging the same blind twice to gain twice the rewards and shops , but put from a theme perspective it could fit better to just make the blind harder to get maybe a tag (possible salt re-work), i don't even know if my first suggestion would be possible
That might work, however, giving player an option to both giga scale (by stalling) AND gaining a free tag could be crazy powerful, no?
Needs testing for sure
But I can see this work
not every deck makes so you can scale up by stalling so increasing the difficulty(10%-15%) in change of a random (or joker) tag could be actually pretty balanced
or instead double the difficulty by either increasing the stake of the blind (150%-175% of the original) and giving you additional hands and discards , or by straight up making you play a blind twice (not sure if it's possible) to gain increased rewards be it more cash or maybe consumables
Yeah, it could be done in many different ways
it will be up to devs how they would implement that (if they will at all)
Probably doubling the End of Blind money you get, or possibly also giving you the Tag reward that was show for beating it.
what about higher stakes?
no reward money for small blind
Probably the 2nd idea, then.
so like
The Fool but slightly better and for alchemical cards
Basically yes
I like that idea, but I’m not sure we will give it to sulfur specifically
Since we already have sulfur in the mod
Philosopher's sulfur is a powder made from the philosopher's stone
it's not actually a sulfur at all
We prefer to keep the philosopher’s stone as something more special than the other alchemicals, which is why I’m hesitant to add something like philosopher’s sulfur
I see I see
ok then
this effect idea is a bit risk-reward, which i know doesn't really mesh with the "instant benefit" design of the other alchemy cards, but i thought it sounded fun:
Pyrite
For the rest of the blind:
All cards gain chips and mult equal to half of your $
Grants an effect similar to The Tooth's boss blind effect (lose a $ for every card played)
I quite like the idea of getting the specific tag indicated under the blind as the reward, and then maybe it would either generate a random tag or simply fail to do so if used on a Boss blind
And then making it full on +100% the required score for the blind seems like it makes the card niche enough so you could take advantage of it for scaling but it would be inaccessible if you can't make it through. I wonder if that makes it too much of a "win more" card however, like if you don't have the scaling for it you can't really take advantage of the valuable aspect, and if you do have the scaling for it then the tag is hardly the major reward
something like "double required blind score. gain skip tag on blind completion" so you'd still get the scaling aspect on bosses but that's still probably often a bad idea because the boss effect makes it less convenient to scale how you like
I'd be interested in testing a version of salt that worked like that since it's not really intuitive whether that'd be a good change or not
ohhh
that's a cool one ngl
Fool’s Gold, like it
ty
is the philosopher's stone going to be like the soul and black hole but for alchemy cards
yes!
i had a feeling
worked on a little something...
version 1.1 of Codex is coming along pretty nicely
there are some really fun things planned
Gives a bunch of the effects?
what does it do though
also it would be cool if the symbol floated like the soul did but that might be hard to do
Just yoink it off the bg
from Alchemy!
well yeah
It would be nice if (similar to Soul and Black Hole) Philosopher's Stone would have its «Smoke» particles be a 3D pop out
not the actual symbol itself
wdym by <<Smoke>> particle?
This white fog around the symbol
oh
eh i think it looks fine on the card like that
steam?
sure but if you want to add a little bit of sprinkles...
that'd be a nice touch
me neither!
remember the weird background and stuff? Well, guess what card does it!
ah
maybe tune it down a bit
it seemed a bit too fast and too bright in those videos
but what else does it do
it adds +26 cards to your deck

Actually, I toned it down a lot from the videos
Retriggers all played cards this blind
hm
ohhh, so that's why you didn't want to use red seal hand buff effect
i like the effect
seems on par with black hole
and it still works with Red Seals!
cool
x4 retriggers
It also works with Sock and Buskin
hanging chad
can't wait to see the full patch
any other regular alchemy cards getting added
Thanks for your work guys
ik they teased a new tarot
idk about alchemy cards
yeah
i know about the tarot
would be cool if they did add some other alchemy cards or whatever
like phlogiston or oxygen
Oh there will be more alchemicals added
theres an unused one in release one but theres no gurantee itll be added next update
Manganese
yeah
which ones
also what one is on this pack? i dont recognize it
I'm familiar with this element since I'm a med student
it* helps your heart
We actually accidentally gave its ability to Antimony
im trying to install the codex arcanum mod, but when i go to extract it into my mods folder it says it cant open file as archive does anyone know how to fix that?
yeah thats what im using just says cant open file as archive
ignis?
npope
I'll make a video guide I swear
i dont think its a released one
are the new alchemy cards going to be the metals
but it's a triangle🔺
lead to gold or whatever
I really wanna see what Powder and Black Sulfur do
yeah BUT its different from the others
oh and btw, will we see this goat?
this element is peak
Potential new elements might be (imo): og metals, powder, black sulfur, wax, soap and oil.
i'm also thinking phlogiston and oxygen could work
also lodestone!
lodestone?
hm
looks cool
does it stand for the magnetic rocks
just like my balls
ig so
That’s Aero, is it not?
saw that coming a mile away
no
A lot of materials to work with…
it has a weird u thing at the bottom and the arrow without a line through it
indeed...
yeah
im sure its not
do you guys have any ideas for their abilities
maybe
Maybe not
It’s getting really late
But I do have an entire week of vacation ahead of me soon so a lot of work will be done then
guys its ignis (fire) in the bowl (lighter or smth)
lamp perhaps?
or stove
i think its an old version of aero actually
looks cool regardless
i was saying guys meaning everyone in this thread
Okay I thought I was crazy for a moment
Great to hear that!
more content for us*
anyone have ideas for the other alchemy symbols
sure
they are in the very end
There's not much yet but I'll add more if I come up with something interesting
hmm
the blue seal one seems eh since you can only get 4 consumable slots max (without catalyst joker) and you'll probably be holding some alchemy cards too
I was keeping in mind that we could get more consumable slot increasing effects in the future
true
i think it would be better to seperate the extra consumable slot effect from catalyst joker
also hand-wide effect is to insure that you have enough flexibility in building your hand
yeah
Yeah, I've mentioned it in the docs
actually
extra slots could give a whole new joker
who?
personally, not familiar with that
its just the aero symbol with a white outline :y
i fuckin knew it lol
ahaha
WHY DOES IT LOOK SO MUCH DIFFERENT AND LIKE A HARP
i think its cause it looks more like a triangle in a weird bowl shape instead of a large triangle with a line through it
also it looks like two seperate pieces
Because obscured by stuff
probably because the dark shade on the right side matches with the shade for underneath the symbol so it looks rounder
and because its obscured by stuff
Horse Dung
• Does nothing?
(Every 3rd use of Horse Dung card creates a Philosopher's Stone card)
Working on a new voucher...
yay
Are you adding a second set of vouchers aside from Mortal and Pestle? I saw that the biggest complaint was there were no "+1 card packs" vouchers which made it a bit hard to get Arcana cards
Also your art is incredible
First, the art was created by Lyman.
And about this, the voucher allows alchemicals cards to appear in the normal shop
Ah I see thanks. His art is excellent. Also my friend just played your mod for the first time and loved it, so cheers for such an awesome creation!
lymans good at art, heres one he made for my mod.
What type of effects are these supposed to give? Instant gratification?
it multiplies your total chip value by 85% of its current amount to 135% of its current amount
I meant like, subatomic cards in general, if they are getting more
i hadn't thought of an overarching theme, but they do get consumed. the 2nd card will fuse two selected metal cards increasing their effect.
Fan art! :D
finally
shit card
isnt that lodestone?

Guh
oh shit
literally
this is dung
Night Soil would fit the alchemical time period better
still reeling that its on some list of alchemy somewhere, and it looks like wikipedia from the colors and the font
what?
they're surprised that horse dung is an actual alchemy symbol
and it seems like it comes from a wikipedia page
speaking of- where ARE you getting this list
thank you for translating that
It’s the shit
wiki
I mean it’s supposed to look like… dung
it definitely looks like something of all time
Suggestion for Phosphorus buff:
• Return 5 discarded cards back to your deck (Prioritizing modified cards).
Seals, editions, enhancements all count as modifiers
Currently Phosphorus requires a lot of things to happen to get value from it (and even then it's not something crazy powerful), so increasing the number of returned cards + prioritizing modified cards (which really helps in early game when you have very little modified cards) would put Phosphorus in line with other elements in terms of value
The number of returning cards could even be buffed up to 5-10
4 is quite negligible
@fossil grail (sry for the ping
)
I heavily insist on this QoL buff
I’ll see what I can do about this, but sorting the deck is not an issue IIRC

big thanks
I think there was some discussion about making it return cards into the hand, was that formally decided against or is that still open for consideration?
Or maybe even "return cards to the top of the deck" so it's almost the same thing
that would effectively let you play the same identical hand twice in a given round
actually I think the top of the deck thing was what I thought it did originally
OH YEAH I had another idea on the drive to work today, I thought that maybe Cobalt should upgrade the next hand by like 5 or 10 levels or something, but only the next time you play it, so it's not a permanent effect but has the advantage of giving you a bunch of root Chips/Mult, becoming better if your build is leaning on planet stats a lot, but also not being terrible if you aren't because +20 mult is +20 mult
And of course again playing into the theme of "a lot of power now, but only right now"
I've already suggested the same thing for Cobalt before
and it makes sense
Very interesting
I'd personally test how powerful this is and if it still generally sucks ass, this change could be implementation as well
so originally when i pitched the design for phosphorus it was going to be to hand
feder made it to deck, and at first i wasnt the biggest fan of it, as i felt like it was weak
but i have seen videos and runs of it myself that i think the use case for it is rather niche, but unique
and also im a little fond of having a little bit of a power variance in the packs
it's very random in terms of value it generates + requires extra hands/discards to dig for the cards you returned (you also need to first GET those modified cards in your run and PLAY them during a blind before Phosphorus would do anything)
this card asks a lot
that's more than just niche at this point (imo)
I think even considering how niche it is, returning the selected cards to the top of the deck expands its use cases a little bit but not too much, as in order to redraw specific good cards, you essentially need to have topdecked them anyway, or just get lucky deeper into the round
And it doesn't feel any more complicated than shuffling them into the deck randomly, but it makes the fact that you used an alchemical card feel more immediately impactful or like you did something
It makes Phosphorus feel
consistent in terms of value it generates
that's what you are saying?
I think maybe I am saying that ultimately, but rather than the consistency of "these cards are now in your hand, you have ultimate power over them" it's more like "regardless of what it picks, you will see them immediately and will be able to go from there"
the og idea basically sounds like «on average better Aero»

Oreo
yeah lol I think that's what I remembered about that concept
but yeah ultimately you would have more influence over your next draws
and then maybe phosphor + aero synergy could combine to form that idea
instead of one just being better version of the other
will that be necessary then?
Cause there's the one that's increased hand size by what 2 for the blind?
quicksilver
yeah that
I think prioritizing modified cards would still be a great QoL change regardless
since you don't have many in early game
Now that I think about it, top of the deck idea makes the card way too consistent, just like you described "replay the same hand"
not a fan of it
hmmm
oh yeah do you mind if i use your code for consumables that go to the consumable area?
mine will be more based around not using them
I mean idk how strong replaying the same hand, provided you drew and played it immediately on first draw, is compared to like retriggering all cards or whatever, it seems appropriately situational
yeah, I'm still hesitating whether or not it will be more fun/balanced this way
might just need to be tested frankly
indeed
you know what
I just made a couple full runs on white stake with Alc deck and I can say for sure Phosphorous feels atrocious lol


