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<Mod
name="Electrum"
description="Welcome to Electrum, a mod focused on the alchemy side of the game. This mod aims to make the alchemy parts of the game both less tedious, and more rewarding. However, nothing is given for free, and all good things require you prove your alchemical might to get.
for bug reports, proper documentation, and feature suggestions, go to the github page: https://github.com/CrazyAmphibian/Electrum
Overview:
- integration with other mods
- 22 spells (2 more with other mods)
- 15 materials
- 5 new items
- 1 new perk
Spells:
Multiple spells have been added to help the player get previously difficult or impossible to produce materials
Some spells have been added that spawn in containers, to ease the worries of them inevitably breaking or getting lost.
Others are a bit gimmicky, but can prove quite helpful if used correctly.
Materials:
Health potions and damage resistance can help extend your journey, if you can source the correct materials.
Polymorph will be a worry of the past, if you put enough work in.
Precursors and alternate formulas have been added to many existing materials.
New reactions will help you get materials previously unobtainable.
Items:
An unbreakable flask helps ease worries with dangerous materials.
A new storage flask is tailored for aggressive play.
Some special wands will prove especially useful, for both the art, and protection.
Perk:
A new perk has been added that gives you a private alchemy lab, though it must be earned first.
mod interactions:
Graham's things:
adds 2 new spells
adds alchemical reactions
OVERCAST:
adds alchemical reactions
Material Spells
this mod will not add touch of or sea of spells (except touch of air)
Anvil of Destiny
integrates several materials added from this mod to add spells when poured onto the anvil.
Bags of Many
Adds some items to this mod's item reward pool"
tags="alchemy,spells,gameplay"
dont_upload_folders=".git,.github"
dont_upload_files="workshopimage.xcf,.gitattributes"
>
</Mod>