Transmuters are members of the ancient and powerful Order of Change. Their mastery of inner force is a complete mystery to other magic users: they channel their power through glyphs, yet seem to do so without any techniques outlined in the Standard Magical Primer. It is difficult to say whether they are truly wizards or not.
- DUNGEON LORE: Starts with the LEMISI glyph
- INNER MASTERY: Using glyphs increases item conversion bonus by 3 points
- SPIRIT SWORD: Hitting the conversion threshold drains mana and temporarily increases base damage (Character level + Max mana)
The Human Transmuter shines on longer dungeons. Humans in general are good for longer runs, as they have possibly the best-scaling racial bonus in the game, and they have incredible synergy with Spirit Sword. This makes them an excellent, if unconventional, choice for Gaan-Telet.
The elf has the smallest CP threshold, and will thus get the most uses out of Spirit Sword. In addition, the elf's racial bonus synergizes with Spirit Sword, offering a slightly more powerful Sword every time. Incidentally, the Elf Transmuter is the elf's best use of Mystera Annur. Refreshment and the elf's racial bonus normally work at a cross-purpose, as the elf wants to convert glyphs on sight while Refreshment rewards keeping them all to the end. With the Elf Transmuter, though, you should be able to hit a few CP thresholds without converting any glyphs, making Refreshment much more useful.
The Transmuter is a pretty unique class. Its INNER MASTERY class trait allows you to gain additional Conversion Points by casting spells, which makes the Transmuter one of the few classes that actually benefits from the larger size of some of the Vicious-level dungeons. You also need to time your conversions in order to make the most out of its SPIRIT SWORD trait, which provides a huge damage spike. When used properly, a Transmuter can get level catapults very easily.
Don't put down on the free LEMMISI glyph. LEMMISI prioritizes revealing important items like altars, glyphs, boosters, and monsters, so it allows you to scout ahead and better choose the direction of your exploration. It also allows you to gain partial exploration bonus from areas that are normally inaccessible. Furthermore, it is cheap, and is one of the best spells to build Conversion Points with. A strong tactic can be to spend unneeded Mana by repeatedly casting LEMMISI when in need of health regeneration, or otherwise on a fully explored map (like a sub dungeon or the Smuggler’s Den).
SPIRIT SWORD is similar to drinking a Strength Potion on conversion, the main difference being that the damage bonus of SPIRIT SWORD depends on your maximum Mana, not the amount of Mana drained. Therefore, unlike for Strength Potions, it makes perfect sense to trigger it with a (mostly) empty Mana bar. Nevertheless, keep in mind that when you trigger the conversion, you will lose all your remaining Mana.
The BYSSEPS and GETINDARE glyphs are very useful for Transmuters, because they are cheap (and thus provide more conversion points for the Mana you spend), and are combat buffs that further increase the usefulness of the SPIRIT SWORD damage spike. If you want to benefit from several additional conversion bonuses, be wary of relying too much on expensive glyphs, especially WEYTWUT or CYDSTEPP.
There are no particular gods that are essential to the Transmuter. If you plan to use INNER MASTERY a lot, then gods that reward spell-casting like Mystera Annur or Jehora Jeheyu can become decent choices. Tikki Tooki is worth considering just for the free GETINDARE glyph. The Glowing Guardian provides additional conversion points via Enlightenment, and Humility meshes in nicely with the Transmuter’s damage spike for even stronger level catapults. Taurog has a nice damage bonus, however early worship is not recommended if you plan to use INNER MASTERY a lot. Gods that require you to repeatedly use more expensive glyphs, like The Earthmother or Binlor, are less recommended for Transmuters.