Craftable Unique Variants

But basically we make all UV tickets craftable with the costs getting significantly higher with each level of UV. Each ticket will also require the last ticket to make.
Example: Maximum/VH requires High, High requires medium, medium requires low, low requires a blank ticket which can be purchased from punch for 40kcr. It comes bound so you can't trade these tickets.
As for the recipes, UV tickets will use varying levels of fire crystals and orbs to craft. Additional materials for different types of UVs: Crown Costs is the same as equipmemts.
General Recipe
Low: x51 Warm Fire Crystal + 3 Simple Orbs + Blank ticket
Medium: x150 Glowing Fire Crystal + 3 Advanced Orbs + Low Ticket
High: x300 Shining Fire Crystal + 3 Elite Orbs + Medium Ticket
Very High / Max: x450 Radiant Fire Crystal + 3 Eternal Orbs + High Ticket
It'll be a pretty hefty grind to get 1 UV up to max level, you might want to apply the UV earlier. Each different type of UV will also require different mats Ex:(Fire Res requires Flame Souls). ASI and CTR are also going to be a little bit more expensive because they're useful in every level.
With all that in mind this design should keep the value of Unique Variants while increasing accessibility. Due to the costs of making these tickets. UV market pricing will barely be affected.
Recipe Acquisition
The recipes will be acquired from a new traveling merchant in the clockworks. For the purpose of this post, we'll call him Grasil. Grasil will appear randomly in clockworks, graveyard, and other levels with energy gates. He'll be inside these new danger rooms, after clearing the room, Grasil thanks you for saving him by giving you two random UV recipes, if you already have the recipe learned do not worry! The recipes come unbound. So you can trade them.
Odds:
Tier 1:
-
Low: 100%
Tier 2:
-
Low: 50%
Medium: 40%
High: 10%
Tier 3:
-
Medium: 50%
High: 40%
Very High: 10%
Odds Amongst UV Types
Status Defense Pool - 33%
-
Fire - 20%
Freeze - 20%
Poison - 20%
Shock - 20%
Stun - 20%
Defense Pool - 33%:
-
Normal - 25%
Elemental - 25%
Shadow - 25%
Piercing - 25%
Weapon Pool - 33%:
-
Damage Bonus - 60%
-
Slime - 16.67%
Gremlin - 16.67%
Construct - 16.67%
Undead - 16.67%
Fiend - 16.67%
Beast - 16.67%
Weapon Stat - 40%
-
Attack Speed - 50%
Charge Time - 50%
This assumes too much from the team behind the game. Let's focus on a kind of change that takes literally only one line of code (I assume) to be put into effect. Something like Neut Damage!