Transmute Mods

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Isabella Kells

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Aug 3, 2024, 5:40:35 PM8/3/24
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Transmutation is the method of combining unwanted mods and paying credits for a chance to create a more desirable mod. Many PvE mods are obtainable through this method. Certain mod classes, such as Corrupted Mods and Event-exclusive mods, cannot be acquired via transmutation.

There is no specific mod combination that produces a certain mod and is purely based on rarity and chance, though polarity and item compatibility are also factors. For example, fusing four Madurai mods has a higher chance of producing a random Madurai mod. Similarly, fusing 4 rifle mods will have a higher chance of producing a random rifle mod.[citation needed]

Begin by selecting any combination of four unranked mods that you wish to Transmute. You cannot use mods you currently have equipped, Legendary mods, or Set Mods. After an acceptable combination is selected, the Transmute area in the middle of the mod screen will light up, telling you that you are ready to transmute your selected mods. Simply click the illuminated area and then confirm your selection. The cost of Transmutation varies depending on the rarity of mods used. Prices range from 0 Credits 0 to 84,000 Credits 84,000, with the exception of Riven Mods:

Transmutation Cores are special Cores that can be used as an ingredient in Transmutation. When used alongside three other Mods to be transmuted, the Transmutation Core ensures that the resulting Mod will be of matching Polarity listed on the Transmutation Core. Using a Transmutation Core also removes the credit cost for that transmutation, allowing for cheaper attempts at transmuting Rare-quality Mods. Transmutation Cores do not guarantee the rarity of the resulting mod, only their polarity.

Riven Mods can also be transmuted. However, they require the use of Riven Transmuter, a drop from Eidolon Hydrolyst or purchasable from Loid for 180 Vessel Capillaries, in order to transmute four unveiled, veiled, or a mix of them to produce one veiled Riven Mod. The resulting Riven Mod will always be of the same type as one of the transmuted Riven Mods. Because of this, if you use four Riven Mods of the same type, you will be guaranteed a veiled Riven Mod of that type.

Just wondering if transmuting mods is something to do, or is it just waste of duplicate mods that i can turn in to Endo?
Is there a spreadsheet of the chance to maybe get something good?

Thnx in advance

I see. Well, i got still tons of things to upgrade, and hardly any cash. So i guess transmute can be an option later in game, for me, then.
Was just curious if anybody used it and the worth of it.
Thnx for the quick answers ?

It's definitely worth it IMO. I got quite a few rare mods in the process that I still won't have till this day from drops. But the chance is low and completely random so you need to manage your expectation.

Hm, i actually do miss a lot of em.

So whats the right way to go here:
Transmute in same category for maybe one better in same category? Like 4 archwing = 1 archwing?
Does rarity play a part?

I mean... if you're going to pick up anything from Semaris it might be better to get Energy/Health Conservation then sell that to another player for platinum and the buy whatever mod you need in Return.

Haha yes but more like don't count on it. You will end up with a bronze mod half of the time and if it affects you, like you feel that you've wasted 3 rare mods and a core, it's probably better to stay away.

It can basically be used to up your chances on getting more mods you need early, or just be a fun way to burn through some excess resources late. But as was stated above, do it at points you don't care about the extra credits/endo, or are willing to burn that option to have a chance at another mod you might want. Don't walk in expecting the best thing ever, just be happy with the little surprises here and there (and be ok with those four rares becoming a common).

I was told that it was just a waste. This was by my clan leader who says he's been playing for a while, but idk how long that means. I normally just sell them, although I have a ton sitting in my inventory.

um, apologies in advance if this is the wrong place for this or if im being an idiot. But, i installed some mods on my skyrim legendary edition and one mod has changed my transmute spell. Instead of it doing what it should do and change ore into other ore it instead gives you 25% protection damage and damage output. But i think its a mod because whoever added it put wepons instead of weapons and it replaces the transmute spell.

Most magic items are powered by a weird substance called Phlogiston. This is what gives them their magic power. But the substance is invisible and undetectable... unless you know the trick I just taught you.

Transmutation allows you to change, or reroll, a mod on a piece of gear. (Note: "mod" is used interchangeably with "treasure effect" and "treasure mod") This consumes phlogiston and durability. The higher the level of the item, the higher the tier of phlogiston consumed. The ability to pick and choose treasure effects is huge, and it's not an understatement to say that this is the most powerful skill for min-maxing gear. Please note that transmuting anything will ATTUNE that gear to your account, making it useless to other players (but note that repairing transmutation damage does NOT attune gear; it is possible to restore another player's item's durability, though it is not possible to bypass the repair cooldown this way).

NOTE: Differences between Transmutation and Augmentation: Transmutation lets you change the mods on your gear, whereas Augmentation lets you add one additional mod to a piece of gear. With Transmutation you distill items into phlogiston and use a transmutation table to make changes. With Augmentation you decompose items into beads and baubles in order to extract a mod from one item and place it on a different item.

You can distill non-white items (anything that has a mod) into phlogiston. Each distillation has a chance to consume a Prism, depending on what tier the distilled equipment is. In order to distill items, right-click the item and select distill [item name].

The tier of phlog (Shoddy, Rough, Crude, Decent, or Nice) depends on the level of the item. Generally, the highest level requirement for the item is used. A sword that requires level 55 Sword and level 30 Psychology would distill into Decent Phlogiston. The table below maps level to phlog tier.

Transmuting an item will change a selected mod to a different, randomly chosen, effect. To do this, find a Transmutation table (list of locations below). Interact with the table, drag an item to it, and choose the mod you wish to reroll. You must unequip gear before transmuting it.

When you select a mod to reroll, you will get a prompt telling you how much phlog and durability will be consumed. Rerolling a mod from a normal combat skill costs 35 phlog and 25% durability. The tier of phlog required depends on the tier level that the mod belongs to, see the chart above for the exact ranges. EX: Rerolling a level 55 sword mod will require 35 Decent Phlogiston.

All skills have a list of specific mods that are available for each slot (Head, Chest, etc.). The new mod will be chosen from that list, and is guaranteed to NOT be something that is already on the gear. EX: Let's say that there are 10 possible mods for Fire Magic MainHands. Let's say you have 2 Fire Magic mods on your current Staff. If you reroll one of them, there are 8 possible mods it could become.

Due to the random nature of transmutation, it can be very frustrating or very satisfying. You should be aware that you can roll many, many times without getting the mod you want...that's just how luck works.

Tip: ANY tier of a mod will "block" all tiers of that mod from being rerolled. In other words, if you had "Riposte Damage +11%" (level 5 mod) on your gear, any rerolls on other mods would never result in any tier of "Riposte Damage +X%". This means that you can augment a low-level mod that you do NOT want on your gear to increase your chances of getting the mods you want. Using the example above, say there are 10 possible Fire Magic Staff mods and our gear already has 2 of them. Normally any reroll would be picking from a pool of 8. Instead, before transmuting, say that we augmented a mod that we definitely didn't want the reroll to become. Now you're choosing from a pool of 7. Once you've gotten the mod you want, you simply undo the augment (see Augmentation). This method is definitely a bit more tedious than just transmuting, but may be worth it in terms of time/gold/phlog/prisms saved. Make sure that you do not accidentally transmute the low-level augment, see the Note above.

Durability is consumed every time you transmute an item. Having 0% durability will NOT stop you from being able to wear and use that gear, but you cannot transmute if you don't have the required durability. You can repair an items durability with Transmutation recipes, but each one sets a timer on that piece of equipment. That equipment cannot be repaired again until the timer expires. For the max-level repair skill (repairs 100% durability), the timer is 7 days.

The exception to this is the newer Mastercrafted Legendary gear. There is a special high-level Transmutation recipe for those where there is no timer, but it costs 15 prisms to repair the item in this way.

If you're trying to transmute gear in search of specific mods, you could probably use a list of possible mods for a particular skillset. You can visit Gorgon Explorer for a player-run database of every mod (the Mod and Build Planner tabs are particularly useful). Mods are also available on the wiki at /Treasure Effects. (Example: Fire Magic/Treasure Effects)

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