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New mechanic: Laboratory Experiments with REAL Effects (risk & reward)

Until now, experiments have been basically “free”: you feed a brew to a dragon and nothing happens unless you happen to discover a real alchemical spell. In future versions, experimenting can have risks and rewards. Here’s the idea:

What is an Experiment?

An experiment is a combination of ingredients:

  • You use N ingredients (minimum 2).

  • No repeated ingredients in the same mixture.

  • NEW: the result can give a bonus (good) or a malus (bad).

Why is every match different?

Because at the start of each match, the game randomly generates two internal tables:

  1. Effect Table
    This decides what bonus/malus each ingredient combination produces.
    Example: 3 Attack, -2 Defense, etc.

  2. Reactivity Table
    This decides whether the mixture is stable or powerful. It’s a multiplier that can:

  • Cancel the result (if it’s 0 → the experiment does nothing)

  • Keep it similar (near 1)

  • Boost it (greater than 1)

  • Even invert it (negative values can turn a bonus into a malus, or the other way around)

So in one match, a mixture can be amazing… and in another match, that exact same mixture can be mediocre or even bad. That’s the fun: experimenting can bring a reward… or a punishment. You’re discovering, taking risks, and if you hit something spectacular, you keep it.

Memorizing discoveries

If you find an especially strong mixture, your alchemist can memorize it as a special spell for that match.
Normal spells still exist—this is an extra layer to make the Lab useful throughout the whole game.

Simple example: “Dragon Attack bonus”

Imagine you run an experiment with 4 ingredients:

Mixture: A D E F

The game evaluates two things:

  1. Base effect

  • Dragon Attack bonus: 3
    Meaning: if applied to your dragon, its Attack stat increases by 3.

  1. Reactivity (multiplier)

  • Reactivity: x2
    So the final result is boosted:

  • Final Attack bonus = 3 × 2 = 6

Final experiment result: “Dragon Attack bonus: 6”

And here’s where it gets interesting:

  • If reactivity was 0, the experiment would be canceled (no bonus, no malus).

  • If reactivity was -2, the bonus becomes a malus: 3 × (-2) = -6 (Attack would drop).

What do you think? It might sound complex at first, but our goal is simple: make the Laboratory ALWAYS useful—either as a steady tool, or as a “desperation play” when you need a miracle.

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