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TOPIC: +5 Final Transmute Recipes

+5 Final Transmute Recipes 4 months 3 weeks ago #229

jedibcg wrote: Is anyone selling these for 45, 50 or 60 yet? If you and most others that would buy them don’t think they are worth those prices then I think it is unlikely they will stay at those prices. With very little searching i was able to find all the components for under $40. So they may be priced more than that but anyone that wants one (or more than one) should be able to get them under that if they look. I plan on making a few just because they are from ingredients that i have extra of. My limiting factor was the number of charms i got in my order.


Historically, in-print transmutes sell for less than the value of their ingredients. This is not an offer, but I don’t see them selling (although they will likely be listed) for more than about 30-35 for the next two years. At that price, I think they’re quite reasonable for a +1 semi-stacking treasure enhancer.

They may go up after the transmute window closes, but that’s almost two years from now. A lot can happen before then to affect them.

But I agree with BC. Their price won’t rise long-term beyond where they make sense to the majority of players, no matter what they cost to make. Many people make things from leftover junk they have lying around, so they value some of their ingredients much lower than “book value.”

Relics are a perfect example. They usually cost at least 500 - 600 or more to make, and sell for less than half that.

IIRC, Fallen Star Mushrooms required about $35 to make, but I don’t remember them ever selling for more. And, even though they’ve been OOP for years, they’re immune to power-creep and as useful as ever, and the supply is dwindling with every con, you can easily find them for about that today.

If you’re jumping straight to two Nuggets or better, it obviously doesn’t make sense
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Last edit: by Brad Mortensen.

+5 Final Transmute Recipes 4 months 3 weeks ago #230

Brad Mortensen wrote:

jedibcg wrote: Is anyone selling these for 45, 50 or 60 yet? If you and most others that would buy them don’t think they are worth those prices then I think it is unlikely they will stay at those prices. With very little searching i was able to find all the components for under $40. So they may be priced more than that but anyone that wants one (or more than one) should be able to get them under that if they look. I plan on making a few just because they are from ingredients that i have extra of. My limiting factor was the number of charms i got in my order.


Historically, in-print transmutes sell for less than the value of their ingredients. This is not an offer, but I don’t see them selling (although they will likely be listed) for more than about 30-35 for the next two years. At that price, I think they’re quite reasonable for a +1 semi-stacking treasure enhancer.

They may go up after the transmute window closes, but that’s almost two years from now. A lot can happen before then to affect them.

But I agree with BC. Their price won’t rise long-term beyond where they make sense to the majority of players, no matter what they cost to make. Many people make things from leftover junk they have lying around, so they value some of their ingredients much lower than “book value.”

Relics are a perfect example. They usually cost at least 500 - 600 or more to make, and sell for less than half that.

IIRC, Fallen Star Mushrooms required about $35 to make, but I don’t remember them ever selling for more. And, even though they’ve been OOP for years, they’re immune to power-creep and as useful as ever, and the supply is dwindling with every con, you can easily find them for about that today.

If you’re jumping straight to two Nuggets or better, it obviously doesn’t make sense


I agree with Brad, the value of transmutes is often (maybe usually) lower than the value of their components. The initial intent of them was to allow people to do something with all of the extra tokens they had piling up. It's great that TD lets us trade all of those excess tokens that we don't need for tokens that we do. :)

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+5 Final Transmute Recipes 4 months 3 weeks ago #231

Matthew Hayward wrote:

Chris Heuer wrote: Enchanter's Whetstone (****) +1 to hit and +1 damage to 1 rare weapon

  • +1 Keen Bolt
  • 1× Aragonite
  • 1× Dwarven Steel
  • 1× Elven Bismuth
  • 500 GP equivalent
    plus ONLY ONE of the following:
  • Devil Drake Claw
  • Giant Blood
  • Helkyrie Ichor
  • Troll Shaman Finger
We were really looking forward to this token as well until we see Aragonite and Elven Bismuth in the recipe. Again, who is this for? Anyone who can afford to waste Aragonite and Elven Bismuth for such a small gain probably uses a UR weapon anyway. Would it be possible drop those from the recipe? This would be fun as a two stage recipe with the first staging only giving one of the two effects...but not Aragonite or Elven Bismuth in either.


For ~$55 you turn _all_ your rare melee and ranged weapons into mediocre to poor UR weapons.

Consider that this token turns a rare Mighty Sling into an Ultra Rare +1 Mighty Sling, and also boosts your melee weapons.


I was thinking about this the other day - Enchanter's Whetstone is much better than I gave it initial credit for.

Consider, for ~$5 plus the cost of the Encanter's Whetstone any player can equip themselves with:

+1 Bliss Hammer
+1 Thrall Faerie Iron Skull (get a few as your ranged/thrown weapon)

The result are these stats:

Melee: +2 to hit and average damage of 6.5 - usable by all
Ranged: Mighty weapon with +2 to to hit and average damage of 4.5 - usable by all

Compare this with some of the best all time UR weapons:

+2 Viper Strike Fang - +2 to hit with average damage of 5.5 +2 if the target can be poisoned - limited classes
+1 Mighty Longbow - +1 to hit with average damage of 5.5 - limited classes


Enchanters Whetstone and the right rares gets you essentially to parity with the best URs ever made - and in many cases better than the URs available for your class (e.g. Druid's can't use Viper Strike Fang).

Heck: +2 to hit on the ranged/thrown mighty weapon might be worth more than the extra damage.


If I ever token downsize getting these for the party will be a top priority.

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+5 Final Transmute Recipes 4 months 3 weeks ago #232

Matthew Hayward wrote:

Matthew Hayward wrote:

Chris Heuer wrote: Enchanter's Whetstone (****) +1 to hit and +1 damage to 1 rare weapon

  • +1 Keen Bolt
  • 1× Aragonite
  • 1× Dwarven Steel
  • 1× Elven Bismuth
  • 500 GP equivalent
    plus ONLY ONE of the following:
  • Devil Drake Claw
  • Giant Blood
  • Helkyrie Ichor
  • Troll Shaman Finger
We were really looking forward to this token as well until we see Aragonite and Elven Bismuth in the recipe. Again, who is this for? Anyone who can afford to waste Aragonite and Elven Bismuth for such a small gain probably uses a UR weapon anyway. Would it be possible drop those from the recipe? This would be fun as a two stage recipe with the first staging only giving one of the two effects...but not Aragonite or Elven Bismuth in either.


For ~$55 you turn _all_ your rare melee and ranged weapons into mediocre to poor UR weapons.

Consider that this token turns a rare Mighty Sling into an Ultra Rare +1 Mighty Sling, and also boosts your melee weapons.


I was thinking about this the other day - Enchanter's Whetstone is much better than I gave it initial credit for.

Consider, for ~$5 plus the cost of the Encanter's Whetstone any player can equip themselves with:

+1 Bliss Hammer
+1 Thrall Faerie Iron Skull (get a few as your ranged/thrown weapon)

The result are these stats:

Melee: +2 to hit and average damage of 6.5 - usable by all
Ranged: Mighty weapon with +2 to to hit and average damage of 4.5 - usable by all

Compare this with some of the best all time UR weapons:

+2 Viper Strike Fang - +2 to hit with average damage of 5.5 +2 if the target can be poisoned - limited classes
+1 Mighty Longbow - +1 to hit with average damage of 5.5 - limited classes


Enchanters Whetstone and the right rares gets you essentially to parity with the best URs ever made - and in many cases better than the URs available for your class (e.g. Druid's can't use Viper Strike Fang).

Heck: +2 to hit on the ranged/thrown mighty weapon might be worth more than the extra damage.


If I ever token downsize getting these for the party will be a top priority.


I personally felt printing it was a mistake but felt like I was the only person with that position. Only time will tell

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