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The Alchemist

  • Writer: Sam Bayless
    Sam Bayless
  • 6 days ago
  • 5 min read

A powerful being is coming to join us Etherborn... a master of the alchemical arts. It is rumored he has already begun his journey to our lands. With him comes the ability to unlock the potency of magic herbs and create elixirs of great power. Mastering this new art could make the ultimate difference in our great struggle.



🏗️ The Alchemist Project


The Alchemist is on his way, and he needs a proper workshop in order to practice his powerful art. Now that the lighthouse is completed, the community must come together to prepare the way and build the workshop. Contribute resources and unlock rewards including new in game features, resource drops, enjinite drops and token airdrops.


Building the Alchemist Workshop
Building the Alchemist Workshop

The Lighthouse Project was a great success! However, since it was the first community project we learned some lessons. As a result, for the Alchemist Project we have made adjustments to rewards project participants better. The following changes have been made...


  • For resource airdrops there is a fixed sized pool of resources. They are then distributed to players based on their participation in the milestone. The more progress a player provides the more of the pool they will receive.

  • Instead of ENJ to the community wallet we will be dropping Unbound Enjinite to players. There will again be a fixed pool to distribute, and players will get a share based on their participation in the entire project (not the individual milestone).


🧪 Equip-able Potions


As part of the alchemist project, you will be able to unlock a new equip-able potion slot. Potions will become the 7th piece of gear for your character which have randomized stats, drop from enemies, can be crafted and can be etherbound to the blockchain. Equipping a potion will change the effect that gets triggered when you use your potion action from its default of gaining 50% health.



Examples of New Equip-able Potions
Examples of New Equip-able Potions

Below are random affixes which potions can have...


  • Regain Health

  • Regain Health over time

  • Regain Energy

  • Regain Energy over time

  • Regain stamina

  • Stun Break

  • Invulnerable

  • Stealth

  • Heal Allies

  • Armor Boost

  • Resist Boost

  • Move speed boost

  • Increase max potion charges

  • Teleport to a random location

  • Increase potion orb drop chance

  • Reduce potion cooldown


With this change, how to increase your potion "charges" has also been streamlined. The default max potion charges have been reduced from 9 to 5. When you return to town, your available charges will automatically reset to their max without having to purchase anything. During quests, there is a new kind of orb called a "potion orb" which is red and will grant 1 potion charge when collected. This will streamline how potions are used now that their utility will be significantly higher.


🪻 Herbalism and Alchemy


The alchemist will also be teaching the new gathering mastery of Herbalism and the new crafting mastery of Alchemy. Equip a sickle and head out into the wilderness to gather powerful herbs. Then, take the herbs to the Alchemy station to brew consumable potions which can give you temporary boosts to resistances, magic find or exp gain. Skilled alchemists will also be able to craft equip-able potions with random rolled stats.


Find and Harvest Herb Gathering Nodes
Find and Harvest Herb Gathering Nodes

Along with the change to add consumable potions, we have refactored enemies to be aligned with specific elemental damage types. This will allow you to better prepare for the specific types of enemies you will face. Below is the new mapping of enemies to their common element type...


  • Demonic Horde - Fire

  • Steam Brigade - Electric

  • Cursed Tide - Poison

  • Ghosts - Cold

  • Skeletons - All

  • Ravenman - Electric

  • Ogres - Poison

  • Rift Dwellers - Fire

  • Frozen Blight - Cold


Crafting Resistance Potions
Crafting Resistance Potions

⚒️ Tinkering and Tools


The tools system is also being evolved with the new tinkering crafting mastery. The daily and weekly tools purchases have been removed from the merchant (the copper tools will continue to remain there). From now on, high quality tools will be crafted by tinkers.


A Poor-Quality Sickle 🙁
A Poor-Quality Sickle 🙁

When crafting tools, there is now a new quality attribute. If your skill is low compared to the recipe you are crafting, then it could completely fail or result in a poor-quality tool with reduced stats. However, if your skill is high, then you have a chance to craft a high-quality tool with improved stats. Below are the possible qualifiers and their impact on the tools final power...


  • Broken: Crafting failed

  • Poor: -20% power

  • Average: normal power

  • Good: +10% power

  • Excellent: +20% power

  • Masterwork: +30% power


Crafting Tools
Crafting Tools

🗝️ Lockpicking


Finally, the gathering mastery of lockpicking has been added. Equip a lockpick tool and head to dungeons where locked chests will now spawn. Locked chests will drop additional loot and gold and also have a chance to drop new elemental essences (Fire, Cold, Electric and Poison). These essences are important for crafting potions and can only be found in locked chests or transmuted from enemy trophies.


Hunting Down Locked Chests
Hunting Down Locked Chests

🪨 Explore the Caves


We continue to advance the visual quality and diversity of Etherscape. Along with this release, we have redone all of the cave maps to have much more interesting variety. Get ready to fight back the cursed tide and skeletons in their new domain!


Finding Something Worrisome in a Cave
Finding Something Worrisome in a Cave

⚕️Healers Expanded

We have taken the first step to improve support classes by working on healers and the Monk. We have introduced a new offhand type called an "Ankh" which can only be equipped by classes with the healer trait.



Example of New Ankh Item with Overheal
Example of New Ankh Item with Overheal

Ankh's will always roll with a new property called "Overheal". Overhealing allows healing abilities to increase a character's health beyond their max. This will allow healers to provide significantly increased survivability for their party by giving them a much larger life pool.


Health Bar with Purple Overheal
Health Bar with Purple Overheal

Along with that, a new buff called "Barrier" has been added. Every stack of barrier a character has on them will completely negate the damage of 1 hit. This can be a massive life saver when playing at high levels where enemies can hit HARD!


The Monk class has had its skills updated to take it to the next level as a group support class...


  • Holy Shield: Grant X barrier to your allies in the area.

  • Holy Fury: Grant +X electric damage to allies in the area for Y seconds.

  • Healing Aura: Heal allies in the area for X health every second for Y seconds.


⚖️ Governance Proposal 13


Governance proposal 13 has closed and the community has selected the theme of "Classes" with a strong majority. This means that you can expect a load of new content in our June/July release to improve class diversity. We will focus on adding improvements which make more classes viable in the end game and also provide more reasons to team up for harder content.


Prop 13 Winning Option
Prop 13 Winning Option

⚔️ Conclusion


This has been a huge release, and we are excited for the Etherborn to finally try it out! We are in the final stages of testing, and you can expect the upgrade to hit the servers very soon. As always, thank you all for your continued support as we build Ethercape together!


If you haven't tried Etherscape yet, then grab it free on Epic and start playing now! Download it here.

 
 
 

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