the new alchemy system is a lot more practical than the old one but i never have enough orbs of alchemy so i just end up having to spend crowns or energy on buying them anyway. I THINK THEY'RE STUPID! (but they are better than the energy system)
July 30 Update - Discussion
i never have enough of them for 5 star alchemy i haven't found any in firestorm citadel, built to destroy or anywhere else for that matter i cant pass 8-2 hall of heroes because of this. (i'm annoyed)

orbs that drop are not meant to replace the cost, they are meant to aid. that's all they do.

The percent is stuck on 70%, as well the time is stuck on 31:17. I was near there. I wasn't on for about a week.
i was redirected to this page by the gm hyperion who told me to give my feedback here , fist things first i think there's a balance issue in the battle sprites as the first skill of both spheranyx and maskeraith ( i hope this is how you spell them ) are capable of doing much more damage than the drakons firebolt ....the firebolt skill only does 10 damage once to the 1 or 2 monsters that get stuck in its radius once ... which is pretty less in comparison to what i did with the spheranyx's ray of light in the trial mission as the ray of light takes continuous hits of around 11 damage at the opponents in the radius for a period of time which can be very deadly as i nearly killed 2 dust zombies with that thing ... taking the damage upgrades isn't helping much either ( as for some reason the damage isn't increasing for my drakon even though i took 2 impact upgrades ) so i think either a damage boost should be given to firebolt so that it can equal up to the other moves or it should be changed with something like a flamethrower that does something like the ray of light . there's also i very big problem with targeting as because of some glitch i have to press the sprite skill key multiple times before it responds and sometimes it even fires skills backwards even though im aiming in the other direction the firebolt wont fire when im moving and by the time (even if i get the aim and button press perfect)the animation ends and the fireball is fired the monsters might not even be there at the spot where they were targeted aiming is also a problem and sometimes the glitchy aim misses by a slight change and fires a shot somewhere slightly away from where im pointing ... can't the aim be made with a lock on and more gun like ? also we have no idea of our sprite skills range and have to guess how far the shot will go .. can something be introduced for checking range ??? i wish it can be something like we press the sprite key and it waits for us with a charged attack to fire , showing us the range of the attack so we can peacefully aim and then fire by pressing the attack key or the sprite skill key ... i hope these problems can be fixed and that my ideas can be implemented thanks for reading this great wall of text anyway !

rouge, what's the level of your sprite and where are you using it? sprites have star rating like gear and if you are using a 1* againd a S5 zombie it does practically no damage, while with the right harness and 4* deals more than a polaris explanded bullet. also harness counts.
for the range, it's practially the same range as any 3-4-5* gun in the game. I had some issues with commanding my sprite, try not to do too many things at once. you may have to wait a bit between your attack and the sprite's. as for aiming, once I had that issue and it wasn't so bad. you just have to be sure where is your sprite facing before attacking, and not to aim and press right away. take your time. your connection may be the cause of many things I see in your post.

I know i'm only a small fraction of people playing this game, as most people team with members of a similar skill to them. However, by the looks of things, this will ruin the game for the people I play with.
The scrapping of sharing health with other people basically means that there is no opportunity to improve skills for new players. Most people I party with I know IRL, and this means that I can't exactly nitpick party members by skills, and they die a fair bit. However, I can no longer revive them without incredibly expensive Sparks, which notably, do not scale down, as well as their benefit of not scaling up. The second time you die in a Tier 1 game used to cost a mere 5 Mist. Now, it costs 20 CE, and if they don't prepare, that gets bumped up to a massive 50 CE. I don't want people to have a easy ride through the game; quite the opposite, I love struggling through every floor, but I believe that the new system gives no chance for new players to actually improve their skills. These same people I look out for are the people who love the battle sprites as they are, making full use of them, and accept other systems I believe to be flawed, such as the Forge. (I love the idea of the Forge, but believe it is poorly executed)
I know that i'll still be playing this game, but I can't say the same for the new players you're trying so hard to accommodate for. Not all of them will be able to play for long enough to gain skills without being punished to the point of removing the game and quitting when they die two or three times, a number quite acceptable for a new player, unfamiliar with their gear etc.

With free elevators, you can start over as many times as you want with no cost, gaining experience (player skill) and keeping your crowns and drops. You don't HAVE to revive every time you fall. In fact, reviving slows down your progression in skill as a player, because you're not learning to avoid falling in the first place.
You don't learn to play a song on an instrument by performing the entire song in one go. You practice bits of it, taking it slow, starting over when you fail, repeating until it's second-nature. It's the same with gaming.
Besides, if you're a skilled player, you will likely collect more sparks of life than you use, which you can use to revive less skilled players that you run with. You talk about revives as if every Spark of Life you use will be one purchased from the Supply Depot, which simply is not the case. You can't sell the ones you collect as drops, so why not use your extra sparks to help out your friends?
Also, this is a much easier system than health-sharing revives, in my opinion. You can revive a party member from anywhere on the map - no need to wade through enemies to do so, just click their portrait and select the option to revive. They revive with full health, and you don't lose any health, so you both can fight more effectively.

ohey, people complaining about health sharing being gone. I'm just going to copypaste Doctorspacebar's epic dunking of Three Rings' reasoning for removing health revives, since people don't seem to be looking at the Testing Feedback threads. Naturally, Three Rings completely ignored this, along with all the other players who posted thoughtful arguments against the July 30th patch. Note that Mist was still present on the test server when this argument was written. The fee for Spark-less revival was also only 10 energy at that time.
"This is much like another situation. Listen to this, Three Rings- this is a comparison.
I used to play RuneScape, and they were having a lot of trouble with "real world item traders", which basically meant "people selling RuneScape items and gold for real cash". This was a problem. To "fix" the problem, Jagex (the guys that ran RuneScape) created a trade cap that prevented anyone from trading over around 10,000 gold worth of items. It got rid of most real world item traders. However, it also stopped people from giving completely innocent gifts, and player-killing, one main draw of the game, was severely hampered.
Three Rings, you are doing the same thing to get rid of alt draggers, except for a few things.
-1: Alt draggers are doing nothing NEARLY as illegal or immoral as real world item traders.
-2: Removing health revives removes a huge reason to party in the first place.
-3: Removing health revives will not even stop the problem completely since the alts can still use their mist to revive.
-4: Your reasoning is flawed; the system you have in place means that two team members with two pips of health will take more total hits than one team member with four pips of health if any enemy can deal more than three damage, and this is almost always the case in the game's most difficult content. Don't kid yourself, this is only putting a damper on party survivability.
-5: There are three kinds of difficulty. Real difficulty comes from the monsters, traps, and level design. Fake difficulty comes from inflating monster hit points and attack power to obscene levels without any real change. Stupid difficulty is basically fake difficulty with the added bonus of being downright detrimental to enjoyment of the game, and that's what removal of health reviving really is. The dead guy won't enjoy being dead the entire time, and the other guys, even if the dead guy doesn't beg, will still feel a bit of guilt for leaving the poor guy dead on the ground.
-6: Sparks of life are an obvious money grab. This'll only tick people off, so much so that I expect income overall to drop.
-7: In the same token, Sparks of Life cheapen the game- being able to revive twenty times in a Shadow Lair for less than it cost you to get in is directly equivalent to making the game easier.
I will be blunt.
REMOVING HEALTH REVIVING WILL BE OBJECTIVELY DETRIMENTAL TO THE GAME. DO NOT FIX WHAT IS NOT BROKEN."

Three Rings "completely ignored" that argument because it's self-contradictory and poorly thought out, not because they don't care. Here is my rebuttal:
First, what does item/gold selling in some other game have to do with alt-dragging in Spiral Knights?
-1: What does "alt-dragging" have to do with the revival changes? I would think that would have more to do with the loot changes than reviving. The legality/morality of "alt-dragging" is irrelevant.
-2: That's an opinion. In my opinion, health revives were a reason for me *not* to party, since I would inevitably be defeated more frequently since I had to share my health with less skilled party members. This was not fun from my perspective, so I'd rather play solo in those situations. After the update, I can revive a party member with one of the many Sparks of Life that I collect but don't need, which costs me nothing and does not make the game more difficult for me. So, I party a lot more than I used to.
-3: Why the focus on alt-dragging? Who at Three Rings stated that this was the goal of the revive changes? Completely irrelevant.
-4: So, you're saying health revives make the game more difficult? I agree with that, but then you go on to point 5...
-5: ...and removing health revives makes the game more difficult? Huh?
-6: Sparks of Life drop as loot...for free...you can also buy them with energy...that you can buy with crowns...which you can collect...for free...in the clockworks...which you can play endlessly...wait for it...FOR FREE. Money grab? Not even close.
-7: And we're back to Sparks making the game easier. Which is it? I agree that it's easier with Sparks than health revives, but is that a bad thing? You were just complaining about difficulty two points ago.
And in closing, this person clearly does not know the difference between objective fact and subjective opinion.
EDIT: Also, this person's argument was made long before changes were finalized, so you could say that Three Rings did listen and tweak the system in response to these and similar complaints, even though they stuck with the decision to remove health sharing revives.

For me the problem is not the difficulty but the teamplay. When u fight in clockworcks, whenever you are in a team, you feel alone because of the lack of interaction you have with your teamate. You can't give them vials and you can't rev them.

-4: So, you're saying health revives make the game more difficult?
Nope, he's saying you can spread your health out to ensure the party doesn't wipe. Whether that or Sparks make the game more difficult is another thing entirely.

I agree that altdragging doesn't have much to do with revival. In my opinion, if you have to revive when altdragging, you're doing it wrong anyway. I just didn't want to misrepresent what Doctorspacebar had posted. Incidentally, Three Rings' specified reasoning was that "health sharing to revive downed party members ends up being detrimental to teams working to complete levels; diluting overall team health to the point of team members being repeatedly one-shotted in combat." I probably should have posted that earlier. :|
Anyway, point 2 and points 4 through 7 are most salient to this discussion. Regarding point 2, you have to take into account the perspective of less experienced players than yourself. For these noobs, health sharing was in fact a major reason to party up, as a way to increase their survivability; they don't have the luxury of Sparks to burn. I have some ideas to reconcile this, but that's for another thread. In point 4 Doctorspacebar is essentially saying that health revives do make the game easier, because the high damage of enemies in later levels means that using revives to spread your health around is more beneficial than keeping it to yourself, since if you're not at full health you're probably being one-shotted anyway; therefore, health revives let you keep more damage sources around with no effective penalty. Point 5 follows directly from this; removing health revives makes the game more difficult as outlined in point 4, and it also makes the game less fun because you can't help your friends, as Uryell pointed out above.
Regarding point 6, I don't think Doctorspacebar was aware of how often Sparks would actually drop. In this, I concede to you that Three Rings probably adjusted the rate to match player expectations, as they did when they "fixed" orb drop rates in response to complaints from Vanguards about having more orbs than they knew what to do with. Point 7 on the other hand isn't really about making the game less difficult like when they nerfed all the monsters so much as making it easier to buy your way around that difficulty, which perhaps the worst possible way of reducing difficulty. Shadow Keys cost 1,800 Energy. At the time of the aforementioned post's writing, revival basically cost 10 Energy no matter what. 20 times 10 is 200, so reviving your way through a Shadow Lair as Doctorspacebar suggests was very possible. So I guess Three Rings did adjust the details, but they didn't take into account the main point of Doctorspacebar's post: Removing health sharing was unnecessary and actively detrimental to the quality of gameplay.
But enough of me putting words into the Doc's mouth. The key himself has replied to my repost/discussion thread over in Suggestions. I respectfully request that we move this conversation over there, where it's more topical.
hey thanks alot thunder ur ideas really helped me out ! ( I ACTUALLY THOUGHT NO ONE WAS GONNA READ THAT WALL OF TEXT )
i was just giving the aiming i dea for some improvements though so that u could do the skill really quickly ....and if u say so the damage is balanced than i guess i have to cunduct new tests on sprites ! to see if i was wrong ( and this time with a new harness ) i still think it would be better if we first pressed the sprite key to charge up the move and see the range and then aim and fire with the attack key this way we would get trid of the animation problem and chance of missing and firing wrong too !
by the way how do u get really great harnesses ?? im a knight ( rank 5 ) and i went to the harness merchant who only had 1* and 2* harnesses ( the 2* one was quite expensive and im short on cash ) can we alchemise them ??? or is there another way to get really good harnesses like 3* 4* and 5* ???
also my drakon is lvl4 with 2 impact upgrades
thanks in advance !!!!!!!!!!

there are only normal, advanced and elite harnesses. those have no star rating, they only reduce cooldown a bit, and alter the sprite damage. even I have trouble making 132k for the elite harness and I'm vanguard. don't worry about those.
you idea may be good, post it in suggestion section.
My guild really misses being able to share health capsules, remedy capsules, and vials amongst ourselves. For instance:
"Hey, you're looking pretty hurt. Need a health cap?" [drag] "There you go!"
or
"Argh, they got me - here, take my health capsule and finish them off!"
or
"I don't have room for another curse vial." "Oh, I can take it if I drop a shock." "Great! I have room for your shock."
These sorts of interactions were a fun and useful part of our teamwork. We're sad to see it go.
And we also really miss where one person picking up materials/heat/crowns picked it up for the whole party. Used to be, we'd "run errands" efficiently, say, each of us going down different directions to clean up a treasure vault, or one person running across the spikes to "do the shopping" while the others cleared the gun-puppies in the other direction, or no one having to worry about missing loot just because one party member lured a wolver back the way we came - now we ALL have to retrace everyone else's steps. It takes away another aspect of our teamwork and replaces it with a tedious chore for everyone.
The way the game used to share state between all of us created a teamwork-incentivizing situation unique among MMORGs. We are sorry to have these things taken away.
Putting this in a separate comment for clarity:
I'm loving the battle sprites. I have a lot of fun feeding my "pet" and powering it up and using it in battle. I have just one question, though: Since only dark matter, crimsonite and luminite are used to make sprite food... what the heck does that mean for valestone and moonstone? Only thing left to do with them is pop 'em in the gates.
And since everyone's probably going to make sprite food with the others (either to feed their own pet or sell on auction), the gates are going to get STUFFED full of blue and green. Isn't that going to mess with the balance of level types?
But mainly I'm just hoping some clever use for blue and green is in the works, because the current situation seems unbalanced. And it's just silly watching blue and green accumulate in my inventory!
Im not played for a long time and biggest problem of returning to game - not elevator costs but trinket and weapon slots.
If i want to look, how gameplay changes - i need to buy slots again (that expire in a month even if i played just one hour or two).
I want a feature to freeze this things, so its not expire if i dont play at all.
And second problem - as few years ago - theres still just not much to do ingame. Shadow lairs still cost too much to comfortable playing (i dont mind to pay $, i dont want to pay it for each try) and anything else is completed long ago. Theres no new chapters in storyline. All spiral knights just continue sitting in the planet and still dont know much, whats going on inside it. I remember how i waited for mutated alpha squad (or whatitsname?) to return from core and start invasion on Haven of some sort, or may be opening of the core. Or may be they somehow use the core to transform planet in some new gigantic ship and travel using it. Or something like that, depends of imagination.
But years passed and nothing happends (correct me if im wrong, its possible that i miss something in this years).
So its not only that game dont want me to return, but it gives me no reason to do it.

My favorite part about this update is how it destroyed the in-game economy, and is causing increasing inflation. Are you a spoocrat, or a republigrem? we should argue more about why people are complaining then actually solve the current problems.

About Battle Sprites.
"How will Sprites affect gameplay?
We hope that Sprites will be fun, providing a new experience in the game. They are also intended to provide players with the ability to specialize their role in a party.
The choices you make for your Sprite will act like a class for your Knight, augmenting your choice of weapons and armor. For example, you may choose a Sprite that deals direct damage with attack enhancements or instead choose a Sprite that bolsters your parties defenses."
In the future will the Battle Sprite i have chosen, limit me from playing in a different style?

I just came back from 2 years of inactivity, and played around with the new, recent July 30th update.
Here are five things I think (and hopefully, a few other sane people will share the same thoughts on, too) are wrong with the July 30th update:
1. The Forge.
2. The Forge.
3. The Forge.
4. The Forge.
5. The Forge.
That's right, more complaining about the in-your-face, ridiculous atrocity which was probably a 2-minute idea spewed out from the devs as a counter for removing the energy. I have never, EVER seen a worse update in my many hours of SK.
Here is one, solid word which I will resound formidably: NO. Just no. The forge is clearly a broken system. Here's why:
1. You cannot implement a gambling system that is required to create satisfactory gameplay with pretty weapons and armour in place of a pay-to-play dungeon explorer. It just doesn't work. I'm not saying I didn't like the removal of energy costs, that was a godsend. But this is clearly a rash, quickly thought of idea and the reason why we should not hire devs who think creating a rather big, untasteful change to the game is necessary.
2. The Min, Medium and Max options are a little annoying, especially when you have at least 30 radiant crystals for a 5* item going to a new level, and the minimum requirement for crystals isn't even met.
How could this be fixed?
1. Increase the crystal drop rate. I am sick of doing various tier stratum runs to find only a few crystals. And even if there are loads, it's still not enough!
2. The algorithm of the select amount of crystals that are chosen needs a rework and desperately. Or as an alternative, you can make the minimum option 100% and focus the higher options on the bonuses (which would need a buff) (and this has been said before, but when you're talking about a problem, you need to restate an issue several times before the devs even actually notice it). Or heck, why not do both? I think that would be more beneficial for the people who actually want to play.
3. Scrap the entire Forge system and think of something different to do with the heating process.

You cannot implement a gambling system that is required to create satisfactory gameplay with pretty weapons and armour in place of a pay-to-play dungeon explorer.
wut? pay to play? when? mist was free.
But this is clearly a rash, quickly thought of idea and the reason why we should not hire devs who think creating a rather big, untasteful change to the game is necessary.
I don't think OOO has hired any devs. for a long time.
anyway, forging. seeing the enormous amount of hate you have shown, it's most probable that you won't listen at all and that you will scrap the comment just for what it is up there. oh, you can, but then I think the majority here will just ignore you as much as larry.
forging has implemented what in some other games is called "weapon enchanting". I know what I'm talking about. every single enchanting system is practically gambling, it has a chance of failure and it's a win or lose situation. you succeed, or you fail. OOO has implemented some possible prizes in winning and that is a smart move.
I won't state my idea again because the devs have already seen it in the 90% of the threads about the forge. anyway, I agree, OOO is doing it wrong. not because the forge itself is bad. not because the chances are too low. because you need to craft weapons with certail levels. practically, to go up in the ranking you either grind or be lucky. problem? sort of. grinding was never a problem, countless players grinding FSC every day to buy ce was only a problem for the arcade. luck side? well, for the forge system, we should be already grateful we have a way to get a 100% chance. other games give a 30% and there is no way to move that, but paying. at least we can grind. problem is, there is more grind in this system than in what we got before.
since the forge system is not moving from there, OOO must either get crystals incredibly common, which would be idiotic, because at that rate we could simply scrap the forge, or they could rework crafting so that the level required for upgrading is way less. like 3-5. it's the only problem I see for now.

wut? pay to play? when? mist was free.
Yes, and when you ran out of mist and wanted to continue playing, what did you do?
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I don't think OOO has hired any devs. for a long time.
What, do you stalk them 24/7? I've never heard of the person who made this thread back when I played. What makes you think they're not hiring new people, and how much of those people do you think would be devs? Gaming companies always like to have new devs that are on top of the now, with creativity, while keeping old ones with their experience and balancing things out (although i think they were off sick during the creation of the Forge).
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anyway, forging. seeing the enormous amount of hate you have shown, it's most probable that you won't listen at all and that you will scrap the comment just for what it is up there. oh, you can, but then I think the majority here will just ignore you as much as larry.
Can I clarify that it's for sane people with a want to make the game remotely playable? No? Ok.
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forging has implemented what in some other games is called "weapon enchanting". I know what I'm talking about. every single enchanting system is practically gambling, it has a chance of failure and it's a win or lose situation. you succeed, or you fail. OOO has implemented some possible prizes in winning and that is a smart move.
This statement is completely ludicrous.
Weapon enchanting in other games is normally for an extra benefit to the weapon. In SK the equivalent is Punch with UVs. Not the Forge. The forge you _have_ to use whenever you want to level up a weapon. That's not beneficial (with the exception of power increase and the CTR, that's called progression in case you want to pick on it)
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I won't state my idea again because the devs have already seen it in the 90% of the threads about the forge. anyway, I agree, OOO is doing it wrong. not because the forge itself is bad. not because the chances are too low. because you need to craft weapons with certail levels.
YES, AND THIS IS THE PART OF THE REASON I AM TRYING TO ADDRESS THIS. ..and for the other two? Well, that's just your opinion.
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practically, to go up in the ranking you either grind or be lucky. problem? sort of. grinding was never a problem, countless players grinding FSC every day to buy ce was only a problem for the arcade. luck side? well, for the forge system, we should be already grateful we have a way to get a 100% chance.
countless players grinding FSC every day
countless
There were only a few groups who could actually do FSC. And most of the people that could were too scared to, because death was a big issue back then, myself included.
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other games give a 30% and there is no way to move that, but paying. at least we can grind. problem is, there is more grind in this system than in what we got before.
...So why exactly are you going on every post I make making counter-posts, if we share a lot of reasons why it's bad?
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since the forge system is not moving from there, OOO must either get crystals incredibly common, which would be idiotic, because at that rate we could simply scrap the forge, or they could rework crafting so that the level required for upgrading is way less. like 3-5. it's the only problem I see for now.
...dude. Crystals are RARE. Like serious rare. There is a big gap between incredibly common and rare...
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You sir, are a bad troll, attempting to sway the people away from the truth. Go home, you swindler!

ha, troll. that's the first time, ty.
yeah, I usually don't make any sense and I learned I had better not to try.
Yes, and when you ran out of mist and wanted to continue playing, what did you do?
I usually quitted playing. for a day. I don't understand the rush with a game that compels you to wait.
for devs hiring. I don't think. thinking, you know, it's not being so sure I must stalk. would be funny though.
question: is the game playable? right now? you know, I have tried the forge. I know it's high priced. I have done my statements about it.
FSC was grinded a lot. F2P and want to be rich in this century? FSC. want to buy a priced accessory but don't have the crowns? FSC. saving for an SL? FSC. FSC was the most grinded until... well, I think that even right now it's the most grinded.
dude. Crystals are RARE. Like serious rare.
26 crystals in an elite run. 20-15 in advanced. you call that rare? I call that overprice. but that's practically the same thing.
So why exactly are you going on every post I make making counter-posts, if we share a lot of reasons why it's bad?
because I don't get why the rage. yeah, you hate the forge. you think crystals are rare. crap, if they are rare, grind for em. take a break sometimes. don't rage becuase "I can't get my gear heated in the same time as before". that's practically the main reason why the 75% of the complainers are here. before it was simple now it's not. it has changed. it's bad until a certain point, not "scrap the forge is bad". it's the same reason why I counter the infinite "dothiskthankbai" threads in the suggestion section.

I usually quitted playing. for a day. I don't understand the rush with a game that compels you to wait.
Well that's you. Ever extend a thought to the... err THOUSANDS OF OTHER PEOPLE THAT PLAY THIS?
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FSC was grinded a lot. F2P and want to be rich in this century? FSC. want to buy a priced accessory but don't have the crowns? FSC. saving for an SL? FSC. FSC was the most grinded until... well, I think that even right now it's the most grinded.
If that were true, I'd be the richest player playing.
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26 crystals in an elite run. 20-15 in advanced. you call that rare? I call that overprice. but that's practically the same thing.
So you hack SK to get more crystals? Good for you, don't go sharing it on the forums, though. Wait...
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because I don't get why the rage. yeah, you hate the forge. you think crystals are rare. crap, if they are rare, grind for em. take a break sometimes. don't rage becuase "I can't get my gear heated in the same time as before". that's practically the main reason why the 75% of the complainers are here. before it was simple now it's not. it has changed. it's bad until a certain point, not "scrap the forge is bad". it's the same reason why I counter the infinite "dothiskthankbai" threads in the suggestion section.
I DO. THAT IS WHY I AM HERE. I HAVE SAID THIS THREE TIMES.
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Stop coming up with excuses. Please. It's getting boring. We want the Forge to be fixed/removed & replaced, and if you don't like it, good for you.

like i said before... Spoocrats and Republigrems arguing and solving nothing. xD
I wasjust wondering, cause im curious, will you be adding anynew gear eg weapons and armour? cause ive seen so many awesome changes, i just wanted to know if i can be looking firward to more content :)
I wasjust wondering, cause im curious, will you be adding anynew gear eg weapons and armour? cause ive seen so many awesome changes, i just wanted to know if i can be looking firward to more content :)

I think the equip restrictions are stupid. Oh, so you can only use a Khorovod until whatever rank? Why not make everyone wear cobalt armour and use the Leviathan Blade too? If you can do things as unorthodox and rule-breaking as supercharging a hunk of gemstone with THE SUN'S ENERGY and then stuffing it with explosives, digging up an antique revolver and firing it as if it was brand new and ripping the burning fang out of a mythical fire monster and carving it into a sword, you be able to use 5-star gear when you get to the rescue camp.
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the new alchemy system is a lot more practical than the old one but i never have enough orbs of alchemy so i just end up having to spend crowns or energy on buying them anyway. I THINK THEY'RE STUPID! (but they are better than the energy system)