🧬House of the Alchemist

NFT

The Alchemist's House is a new building in the world of Camelot.

By importing it into the game (in the form of NFT) you get the opportunity to hire one of two Alchemists: White or Black.

The Alchemist is a playable character (not NTF) and will be destroyed at the end of the wipe along with all inventory.

Importing the House of the Alchemist does not have slots by default, and in order to add an Alchemist, you must first buy a slot for him for 20 tokens of each type. This is one-time for all wipes. But in case of export to the wallet, the slot is reset and you will have to buy it again

Alchemist cost: 50 tokens of each type

This type of Alchemist allows you to create positive buffs that will improve the life of your kingdom (or any other).

List of buff recipes for crafting:

Boost mining for 12 hours

+25%

Boost mining for 24 hours

+25%

Increase crafting speed by 12 hours

+10%

Increase crafting speed by 24 hours

+10%

Increase Army movement speed for 12 hours

+50%

Increase Army movement speed for 24 hours

+50%

All the boosts crafted by the Alchemist are stored in it, so when the Alchemist is deleted, his entire inventory disappears

List of buff recipes for crafting:

Decreased mining for 12 hours

-25%

Decreased mining for 24 hours

-25%

Decrease crafting speed for 12 hours

-10%

Decrease crafting speed for 24 hours

-10%

Slowing the movement speed of the Army for 12 hours

-50%

Slowing the movement speed of the Army for 24 hours

-50%

The probability of the Army to die before the start of the attack on the enemy

10%

All the boosts crafted by the Alchemist are stored in it, so when the Alchemist is deleted, his entire inventory disappears

Crafting any buff costs 5 tokens of each type

You can change the alchemist during the game by deleting the previous one and all his inventory.

Alchemist cannot be buffed. He's immune from years of working with reagents.

Imposing a buff on a character / army takes place in the castle of the selected target: it can be your own castle or the castle of the enemy.

A separate castle page has been created for applying effects, where neither the level of buildings, the level of characters, nor the effects already applied to it will be indicated. So you will have to remember what and who you conjured.

To apply a buff to an Army, it must be in its ancestral castle.

You cannot apply the same buff to the same target.

Dynamic buffs

All previously created effects are now buffs and have a time and action logic. So, for example, "Under attack" is now a buff and spreads to characters and armies, imposing new buffs on them. Alpha pass is now also a buff.

To see active buffs on a character/army, click on the icon:

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