Monsters Are Coming-Chapter 887 - 250: Version Update, Alchemy System
The lower the price of Spirit Plants in the Trading House, the higher the profitability ratio of consuming an Evolution Pill. ๐๐๐๐๐๐๐ซ๐ฃ๐ธ๐ซ๐ฎ๐.๐๐๐ถ
Conversely, if the Spirit Plant prices in the Trading House soar, the profitability ratio of the Evolution Pill decreases accordingly.
This is clearly a setting in the game Monster World that encourages players to actively hunt.
Players can also directly spend sacrificial power to buy experience, but this requires a higher sacrificial power expenditure than for hunting players.
Yet, this feature seems very practical to Dark Night Will Come.
It provided a growth channel for players with lower hunting frequencies to buy combat power.
The gaze turns to the second elixir in the list of medicines.
This elixir is entirely blood-red, about the size of a fingernail.
[Blood Burning Pill]
Alchemy requirements (minimum requirement): 38 points of Spirit Plant Essence (various Spirit Plants can be mixed).
Effect: Significantly enhances nerve reflex speed and muscle explosive power after consumption, adrenal secretion enters a state of prosperity, and Qi-Blood circulation efficiency receives a significant boost (specific effects and duration are affected by the quality of the finished elixir).
Side effect: After the duration ends, enter a Qi-Blood depletion state, capillary rupture occurs locally within the body, possibly leading to player death (side effects are influenced by the elixir quality; higher quality results in stronger side effects).
Dark Night Will Come's gaze turns to the third elixir.
This elixir is crystal clear, its surface covered with dense ice crystal patterns. Trying to gently touch the elixir's phantom, a bone-chilling sensation immediately spreads from the fingertip.
[Mystic Ice Heart Protection Pill]
Alchemy requirement: 42 points of Spirit Plant Essence (must contain a percentage of over 60% of cold attribute Spirit Plants.)
Effect: After consumption, Mystic Ice Armor forms on the body's surface, offsetting some damage; the body enters a low-temperature protection state, significantly slowing toxin spread.
Side effect: After the effect ends, body temperature falls sharply, limbs stiffen, and action efficiency drastically declines (the higher the quality, the more severe the hypothermic backlash; extreme circumstances might lead to death).
[Divine Wind Pill]
Alchemy requirement: 102 points of Spirit Plant Essence (must contain over 23% of Wind attribute Spirit Plants.)
Effect: Greatly lightens body weight, allowing temporary levitation, significantly enhancing movement efficiency.
Side effect: After the effect ends, dizziness and nausea occur, body tissues are damaged, possibly leading to disability in extreme cases.
[Vajra Unbreakable Pill]
Alchemy requirement: 73 points of Spirit Plant Essence (must contain over 48% of Metal attribute Spirit Plant Essence.)
Effect: Skin metallized, physical defensive power greatly enhanced, muscle fibers fortified, strength significantly increased.
Side effect: After the effect ends, joint stiffness, flexibility severely reduced, excessive use leads to the metabolic system's overload potentially causing severe bodily harm, specific side effect outcomes influenced by one's body strength.
[Five Poison Heart-Eating Pill]
Alchemy requirement: 93 points of Spirit Plant Essence (must include over 32% of toxic attribute Spirit Plant Essence.)
Effect: Attacks have toxic effects, greatly enhance resistance to non-Rule System toxins.
Side effect: During the effect, self continuously suffers mild toxin erosion, continuous blood loss; the higher the quality, the more severe the toxin backlash, specific side effect outcomes influenced by one's body strength, the higher the body strength, the lower the toxin harm.
...
Sliding the interface, Dark Night Will Come discovers.
Other than the Evolution Pill, all other elixirs have side effects.
It entirely relies on life exchanged for combat power.
Additionally, the stronger the effect, the stronger the side effect.
If taken outside, no race would dare use these elixirs.
But only their players suit perfectly.
For example, the Domain Node battles that originally couldn't be won, with the short-term boost from an elixir, there's a chance to take them down.
As for side effects, their players wouldn't care.
Just like the "Divine Wind Pill" viewed earlier, if the effect ends and leaves a player disabled, drinking Recovery Potions would cost far more than resurrection; players, even if not dying, would voluntarily seek death, then consume 10 sacrificial power for resurrection rebirth.
Currently, the players' combat power still continues to soar, but the speed of Life Soul Level advancements has slowed.
The appearance of these side effect elixirs is clearly to support players in better territory expansion.
Continuing to browse, Dark Night Will Come finds another interesting elixir.
[Return Light Pill]
Alchemy requirement: 150 points of Spirit Plant Essence (all Spirit Plant Essence without toxic attributes)
Effect: Automatically triggers in life-threatening situations (25% health), quickly restores life force (specific effects influenced by elixir quality)
Side effect: None
...
From the introduction, it can be understood that the Return Light Pill triggers when Life Value falls to 25%, instantly piquing his interest.
Enter a simulated scenario to test.
The final conclusion is that a Return Light Pill can be understood as an internal blood pack.
It doesn't differ much from a Recovery Potion.
But compared to Recovery Potions needing to be uncapped and consumed, the Return Light Pill is evidently more suitable on the rapidly changing battlefield.
The specific consumption method is, eating one before a battle, maintaining it for 32 hours.
During this time, as long as the health bar triggers the warning line, the Return Light Pill will automatically decompose internally, continuously injecting high amounts of life force into the body.
Regarding the speed of life recovery, it compares to a special-grade Recovery Potion.
And the recovery effect won't end when the health bar is full; the effect will continue to operate in the body for half an hour.
During this time, as long as the body is injured, the effect will automatically consume part to repair injuries.
Except for being pricey, there are no drawbacks.
Combined with special-grade potions, Damage-bearing Stream Players' damage-taking ability will receive an epic-level enhancement.
According to the Trading House's average price of Spirit Plants calculations, one lowest-quality Return Light Pill would cost 1677.6 sacrificial power, which ordinary players simply can't afford.







