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I might try to do another similar mod for potionmaking. I have a better idea than the one I posted earlier... ;)
Smithing: Warrior skill, but I have no idea.... I'll post here if I think of something.
Potions: Mage skill, Flamel's Legacy. 'Your great great great great great grandfather might have been the legendary alchemist Nicolas Flamel. That's great!' Possible skills include: ability to transmute one potion into another random one (on cooldown), with a slightly higher chance to result in cheaper/commoner potions. Near the end of the skilltree, ability to do the same for any item type (the item won't change type - ex linen shirt -> foppish tunic, not -> rusty sword). A spell that gives a debuff which causes monsters to slowly turn to gold - more effective on constructs, because they're already metal. Final ability, the elixir of life. It's a bit diluted, so it won't confer immortality, but it still gives life.
the only tweak I'd do is making it deal a small amount of light damage (seeing as it is a large blast of light) that or somehow raise its penetration slightly, but Im not sure of how to go about doing that, its fine as it is though honestly, I'll continue testing the other skills tomorrow.
an idea I have for the third ability (blinded by science) is that you should perhaps increase its chance to stun/have it grant you a small dodge buff/have it debuff the enemies to hit, the reason I say this is because I found it wasn't working very often on them, of course this isnt too big a deal given its usefulness anyway and it may be due to my playing on roguelike that its effectiveness was low, still I'd recommend a tiny adjustment,
perception filter is very nice as it is due to the easy escape and its general utility. weaponized nanobot has a short duration but I find its rather balanced with its damage and control, haven't gotten to do extensive 5-6 testing due to dying from random traps twice now (and shadow runs release which has kept me busy) will continue checking/testing soon. by the way this mod is very good for a first mod just felt I should say it again given all my critique
wish I could help but yeah, check there, thanks by the way for listening to my feedback I feel appreciated ^^ if you have anythin you want me to test/look at in particular just say so.
3, add a small side effect/cc to it, like a one turn stun or a 'blind' (an accuracy debuff or confusion) this way its still useful but not potentially broken, and it maintains its usefulness consistantly all game due to low cooldown and utility.
I'll comment more on other skills when I've more througholy reviewed and thought on them.
sorry for the long post and thank you for reading.