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I plan to add a way to break down un-used gemstones back into raw magicyte. Possibly also a stand-alone spell that will extract an enchantment (or reduce an item back into most of its base components). Maybe in the next update, which will be adding new stand-alone spells and fighter skills, artifacts, and gemstones.
Geomancers are also a fantastic source of magicyte, if you happen to have one of them. Just send their earth sprites to convert unused ground somewhere on the map.
I don't think magicyte is a quest reward... it should be though! Time to take out some of the old rewards like luciferum and ambrosia and replace it with syrrium, magicyte and manaweave, maybe even some equipment.
Thank you for the response though, looking forward to seeing what comes with the new update. The mod's only getting better with time.
Not sure if it's been discussed yet or not, but I think dungeons would be a cool addition to the mod's content. The colony could receive information in the form of rumours or clear requests (similar to raids) in which they have to enter a map tile with a large, complex structure and clear out the undead/elementals/hazards in it, demolish/destroy an object (such as a phylactery or curse stone) or retrieve an item located somewhere in the complex. Difficulty level could be determined by how many and what type of hazards are included (undead ranging from old, decrepit pawns to high-level magi; multiple elemental rift effects with rift placements throughout the maze; pockets of debuff/pawn spawning terrain; one-way gateways that allow mobs to spew into the maze; small-scale planetkiller events that wipe the tile after an uncertain amount of time, etc), with the quality and quantity of loot scaling accordingly.