Alchemy table
The one station that crafts nothing. It turns a resource into another one, higher up the chain, with a loss. And it is not counted in slots but in passes per day.
In short
A drain valve, not a workshop.
It is a drain valve. A player buried in stone turns it into gravel, then into clay ; a player with too much iron turns it into gold. Every conversion loses matter, and that loss is the price of the shortcut.
The table level moves three axes. It opens conversions higher up the chain, it raises the maximum amount of a pass, from 500 000 at level 1 to 10 000 000 at level 10, and it improves the ratio up to x1,50 its base value.
The effective ratio is capped at 0,99 : whatever happens, a conversion loses something. And a started pass cannot be cancelled, the table refunds nothing.
The conversion screen
What >alchemytable convert shows before you confirm : what goes in, the effective ratio at the current level, what comes out, and how many passes are left today.
Passes today
Level 8 : 2 passes per day. The last one opens at level 10. Maximum amount : 5 139 043 per pass.
20 conversions in total, spread over the 10 levels in four families : soils, woods, metals and gems. The table above shows only one per level, the one that opens it.
The two curves of the level
They do not rise at the same pace. The amount is exponential, it multiplies throughput by twenty over 10 levels. The ratio is deliberately flat at first and only accelerates at the end of the curve, so raising the table first serves to convert **more**, and only then to convert **better**.
The multiplier applies to the base ratio of the conversion, then the result is capped at 0,99. A conversion already close to the cap therefore gains far less at the highest level than one that starts low.
The commands
Manage your Alchemy Table: convert resources instantly
convertupgradeview