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FAQ Alchemist Configuration

1. Introduction

Greetings alchemists! Today we are going to break down one of the mechanics that the new version of Master Of Cladia world has brought: the alchemist configuration.

2. Actions and Points

To start, the new mechanic of setting up our alchemist begins even before the game itself. After signing up for a game, we can click here to see all the options we have.

At first we have two resources: Actions and Points.

  • Actions define how many player traits we can select on this screen.
  • Points must remain at 0 or positive for our selected configuration to be valid.

We always start with 3 points and 5 actions, so we can select 5 traits as long as the sum of points remains 0 or higher. Moreover, if we leave everything untouched, we will start the game exactly as we have always done before.

All the traits in the alchemist configuration panel (In the PC version, Android and iOS versions look different)

We have some options that allow us to select multiple values with different costs, such as the gold income from settlements:

We have a tooltip on the right that explains the function of each trait
An example of a trait that gives us points is "Wild Alchemist" that prevents us from building in our nest.

  • No Buildings +1
Wild Alchemist
Refunds 10 points
You despise civilization and cannot build anything in your lairs.
View in the grimoire

An example of a trait that costs us points is "Administrative Genius" which gives us an extra percentage of income and ingredient recycling.

  • Settlement Economic Growth +30%
  • Recycling spent ingredients per turn. +30%
Administrative Genius
Cost: 2 points
Increases gold income by 30% and ingredient recycling by 30%.
View in the grimoire

3. Special Alchemists

In the "Alchemist Avatar" section, we change our alchemist and receive a handful of new abilities.

Alchemist
No cost
The standard alchemist, with no special transformation.
Base for every avatar
View in the grimoire
Death Knight
Cost: 3 points
Becomes a Death Knight: same base perks, but with a far deadlier spellcaster attack.
Keeps the other basic feats of the Alchemist avatar.
View in the grimoire
Dracolich
Cost: 7 points
Replaces your starting dragon with an upgraded dracolich: an undead creature with regeneration.
Keeps the other basic feats of the Alchemist avatar.
View in the grimoire

* To be clear, your alchemist becomes a 501-year-old dracolich, so you no longer have the initial dragon, and you will only have concentration if your dracolich is in your capital. Yes, the dracolich can die and, after spending a turn in limbo, would return. But the turn spent in limbo, since it is not in your tower, you do not have concentration. It doesn't matter if you have a mage tower built or talismans in your possession.

Ratman
Refunds 2 points
Becomes a Ratman: base perks plus Fearful (-5 Loyalty). A weak option that refunds points.
Keeps the basic feats of the Alchemist avatar.
View in the grimoire
Care Bear
Refunds 5 points
Becomes a Care Bear: loses the lethal spellcaster attack and gets a mix of good and bad perks. The weakest option, the one that refunds the most points.
Keeps the other basic feats of the Alchemist avatar.
View in the grimoire
Giant King
Cost: 4 points
Becomes a Giant King: +40% HP, 70% resistance to all 4 elements, and several physical-resistance perks.
Keeps the basic feats of the Alchemist avatar.
View in the grimoire
Lich King
Cost: 4 points
Becomes a Lich King: resurrects 20% of fallen enemies as undead, with a cursed aura and heavy resistances.
Keeps the basic feats of the Alchemist avatar.
View in the grimoire

4. Conclusion

And that's it alchemists, the FAQ has been kept simple, but surely you will all be building your builds mentally. This new system gives an extra touch of customization that can make games even more unique. We are looking forward to reading your comments and hearing your opinion about this new layer of customization. Leave your favorite builds in the comments.
See you in Cladia.

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