You have gained the following abilities in Geochemantics:
Tainted Breathe the tainted air.
IronTanks Craft iron tanks to contain your fumes.
Ferrous A rust-coloured, metallic fume.
NeckBolts Implant iron bolts within your neck.
RustedSpikes Implant rusted spikes into your joints.
Chemical A clear, chemical fume.
BoneLacing Implant metal lacing within your bones.
Hydraulics Implant hydraulics into your legs.
Toxic A green, corrosive fume.
MetalStorm Harness your ferrous fumes to create a metal storm.
Magnum Construct the dreaded magnum blastworks.
Foul Harness your chemical fumes to produce a dense, foul cloud.
Taint A black, tainted fume.
PollutedStuds Implant polluted studs into your body.
SteamOptics Replace your eyes with superior steam optics.
Contagion Harness your toxic fumes to summon contagion.
TaintCrew Join with your brothers in a taint crew.
Ironbourne Expel all of your fumes at once.
Nozzle Attach a focusing nozzle to your magnum blastworks.
FilthPump Implant a filth pump into your abdomen.
CranialImplant Implant a cranial plate into your head.
TaintBomb Harness your taint fumes to produce a massive taint bomb.
Contamination Expel a clinging haze of contamination.
See AB GEOCHEMANTICS <ability> for more information on an ability.
GEOCHEMANTICS - TAINTED
Your bond with the tainted earth is so great that you will not take
damage from its poisonous effects. Also, your affinity with earth will
allow you to naturally avoid earthquakes.
GEOCHEMANTICS - IRONTANKS
Syntax: IRONTANKS CREATE
IRONTANKS STATUS
IRONTANKS TRANSMUTE [#] TO <reagent>
IRONTANKS RELEASE # <reagent>
Power: 10 (Megalith of Doom) (to create)
Outlay: 50 iron (to create)
1 darkessence (to transmute)
The iron tanks store concentrated reagents transmuted from dark essence
which form the basis of Geochemantic power. A single piece of essence
can be used to exsiccate 5 fumes of reagent. Your iron tanks can hold up
to 2000 reagents of any type and you may release reagents to make room
for other types.
GEOCHEMANTICS - FERROUS
Syntax: FUMES EXPEL FERROUS
FUMES DISPERSE FERROUS
FUMES FOCUS [<target>|NOBODY]
FUMES STATUS
FUMES CONCENTRATE
Tank fumes: 1 ferrous (to expel)
Surround yourself in a thick haze of ferrous fumes expelled from your
iron tanks. These expelled fumes will last for one Lusternian day. When
you focus your ferrous fumes upon a target, they will periodically react
with the target to cause vomiting.
Concentrating on your fumes will bring them all into sync so that they
react with their target at the same time.
GEOCHEMANTICS - NECKBOLTS
Syntax: IMPLANT NECK BOLTS
Outlay: 10 iron
Tank fumes: 100 ferrous
Damage Modifier: 20 excorable (buff)
By a controlled reaction between the iron and your ferrous fumes, you
are able to mould iron bolts to implant into your neck. These bolts will
boost the magnitude of any excorable damage you do. The bolts will rust
away after fifty Lusternian months.
GEOCHEMANTICS - RUSTEDSPIKES
Syntax: IMPLANT RUSTED SPIKES
Outlay: 10 iron
Tank Fumes: 100 ferrous
By fashioning jagged and rusted iron spikes with your ferrous fumes, you
are able to implant them into your knees and elbows. You attackers have
a chance to be caught on the spikes and lose balance. The spikes will
rust away and splinter after fifty Lusternian months.
GEOCHEMANTICS - CHEMICAL
Syntax: FUMES EXPEL CHEMICAL
FUMES DISPERSE CHEMICAL
FUMES FOCUS [<target>|NOBODY]
FUMES STATUS
FUMES CONCENTRATE
Tank fumes: 1 chemical (to expel)
Surround yourself in a thick haze of chemical fumes expelled from your
iron tanks. These expelled fumes will last for one Lusternian day. When
you focus your chemical fumes upon a target, they will periodically
react with the target to cause dizziness.
Concentrating on your fumes will bring them all into sync so that they
react with their target at the same time.
GEOCHEMANTICS - BONELACING
Syntax: IMPLANT BONE LACING
Outlay: 25 iron
Tank fumes: 100 ferrous
100 chemical
Damage Modifier: 20 divinus (resist)
By treating the iron with your ferrous and chemical fumes, it will
become a liquid, allowing you to implant it as bone lacing. Your bone
lacing will provide protection against divinus damage. The bone lacing
will break down and be absorbed into you after fifty Lusternian months.
GEOCHEMANTICS - HYDRAULICS
Syntax: IMPLANT HYDRAULICS
JUMP <direction>
Outlay: 25 iron
Tank fumes: 100 chemical
100 ferrous
Construct a pair of hydarulics and implant them within your legs to
improve your natural ability to jump. The hydraulics allow you to use
the JUMP command. The hydraulics will crack open and fall apart after
fifty Lusternian months.
GEOCHEMANTICS - TOXIC
Syntax: FUMES EXPEL TOXIC
FUMES DISPERSE TOXIC
FUMES FOCUS [<target>|NOBODY]
FUMES STATUS
FUMES CONCENTRATE
Tank fumes: 1 toxic (to expel)
Surround yourself in a thick haze of toxic fumes expelled from your iron
tanks. These expelled fumes will last for one Lusternian day. When you
focus your toxic fumes upon a target, they will periodically react with
the target to cause pox.
Concentrating on your fumes will bring them all into sync so that they
react with their target at the same time.
GEOCHEMANTICS - METALSTORM
Syntax: FUMES REACTIVE METAL STORM
Power: 5 (Megalith of Doom)
Expelled fumes: ferrous
chemical
Damage Type: 50% asphyxiation 50% cutting
Damage Source: Magical
By combining two or more of your expelled fumes, you can guide a
controlled reaction to devastating effect. These fumes are consumed once
combined. The metal storm requires ferrous and chemical fumes to be
expelled, and the reaction will climax shortly after being released. The
metal storm will cause damage to any enemies within range of it as the
shards of metal created in the reaction of the caustic fumes rip through
them. It will additionally cause dizziness and vomiting.
GEOCHEMANTICS - MAGNUM
Syntax: MAGNUM CRAFT
MAGNUM BLAST <target> [<direction>]
Power: 10 (Megalith of Doom)
Outlay: 50 iron
Tank fumes: 100 ferrous
100 chemical
100 toxic
Damage Type: 50% asphyxiation 50% cutting
Damage Source: Magical
Using your knowledge of the reactions of the Earth, you are able to
master the iron and bend it to your will to form the dreaded magnum
blastworks. This construction allows you to combine and focus the power
of your fumes to an explosive degree, ripping apart those who stand in
your way in a blast of caustic fumes and iron shrapnel. The magnum
blastworks can only withstand the force of your blasts for 250
Lusternian months before it will rust and decay.
GEOCHEMANTICS - FOUL
Syntax: FUMES REACTIVE FOUL
Power: 5 (Megalith of Doom)
Expelled fumes: chemical
toxic
Damage Type: 50% asphyxiation 50% poison
Damage Source: Magical
These foulest of fumes will cause damage to any enemies within range of
it as they are surrounded by the choking, bitter haze. It will
additionally cause dizziness and pox.
GEOCHEMANTICS - TAINT
Syntax: FUMES EXPEL TAINT
FUMES DISPERSE TAINT
FUMES FOCUS [<target>|NOBODY]
FUMES STATUS
FUMES CONCENTRATE
Tank fumes: 1 taint (to expel)
Damage Type: 100% Poison
Damage Source: Magical
Surround yourself in a thick haze of taint fumes expelled from your iron
tanks. These expelled fumes will last for one Lusternian day. When you
focus your taint fumes upon a target, they will periodically react with
the target to cause damage, part of which will be transferred to you as
health.
Concentrating on your fumes will bring them all into sync so that they
react with their target at the same time.
GEOCHEMANTICS - POLLUTEDSTUDS
Syntax: IMPLANT POLLUTED STUDS
Outlay: 50 iron
Tank fumes: 100 ferrous
100 taint
Damage Type: 50% poison 50% asphyxiation
Damage Source: Magical
Mould caustic studs using your ferrous and taint fumes and implant them
within your body. Your polluted studs have a chance to cause retributive
damage to an attacker. The polluted studs will rust and fall off fifty
Lusternian months.
GEOCHEMANTICS - STEAMOPTICS
Syntax: IMPLANT STEAM OPTICS
Outlay: 25 iron
Tank fumes: 100 chemical
100 toxic
100 taint
Construct the impressive steam optics and replace your eyes with their
superior sight. The steam optics provide increased ability to detect
illusions. The steam optics will dissolve under the stress after fifty
Lusternian months.
GEOCHEMANTICS - CONTAGION
Syntax: FUMES REACTIVE CONTAGION
Power: 5 (Megalith of Doom)
Expelled fumes: chemical
toxic
taint
Damage Type: 33% asphyxiation 33% poison 33% cutting
Damage Source: Magical
These contagion fumes will cause damage to any enemies within range of
it as they are overcome by its bloaded, metal-toothed flies. It will
additionally cause contagion.
GEOCHEMANTICS - TAINTCREW
Syntax: FUMES LINK <Geomancer or Geochemancer>
FUMES UNLINK <Geomancer or Geochemancer>
By extending your fumes to encompase the elemental power of another
Geomancer or Geochemancer, you can extend the reach of your metal storm,
foul, contagion and taint bomb reactions. Each link will increase the
radius of your effects by one room. Any damage caused by the reaction
will be increased by the tainted environment of a Geomancer's demesne.
GEOCHEMANTICS - IRONBOURNE
Syntax: FUMES EXPEL ALL
Power: 3
Tank fumes: 1 ferrous
1 chemical
1 toxic
1 taint
You have mastered your iron tanks and can expel all four fumes at once.
GEOCHEMANTICS - NOZZLE
Syntax: MAGNUM CRAFT NOZZLE
MAGNUM ANNIHILATE <target> [<direction>]
Outlay: 25 iron
Tank fumes: 100 taint (to craft)
1 taint (to annihilate)
Damage Type: 100% excorable
Damage Source: Magical
You design a nozzle for the dreaded magnum blastworks, refining and
concentrating the blast while infusing it with the power of the taint to
produce pure excorable annihilation. Each use of annihilate will consume
one taint fume from your iron tanks.
GEOCHEMANTICS - FILTHPUMP
Syntax: IMPLANT FILTH PUMP
Outlay: 50 iron
Tank fumes: 100 toxic
100 taint
Construct the filth pump and implant it within your abdomen to harness
the natural, putrid contents of your body. The filth pump has a chance
to spew at an attacker, causing rigormortis. The filth pump will break
down and catch fire after fifty Lusternian months.
GEOCHEMANTICS - CRANIALIMPLANT
Syntax: IMPLANT CRANIAL PLATE
Outlay: 50 iron
Tank fumes: 100 chemical
100 taint
Form and temper a cranial plate with your chemical and taint fumes,
replacing a part of your skull. The cranial plate has a chance to cause
healthleech in an attacker. The cranial implant will splinter and
shatter after fifty Lusternian months.
GEOCHEMANTICS - TAINTBOMB
Syntax: FUMES REACTIVE TAINT BOMB
Power: 10 (Megalith of Doom)
Expelled fumes: ferrous
chemical
toxic
taint
Damage Type: 33% asphyxiation 33% poison 33% cutting
Damage Source: Magical
The taint bomb is the ultimate weapon of the Geochemancer, combining all
your fumes into a powerful explosion powered by the taint itself. The
taint bomb will cause damage to any enemies within range of it as they
are overcome by its raw power. It will cause additional damage and stun
based on the number of these afflictions its target has: vomiting, pox,
healthleech, rigormortis, or dizzy.
GEOCHEMANTICS - CONTAMINATION
Syntax: FUMES EXPEL CONTAMINATION
Power: 5 (Megalith of Doom)
Tank fumes: 10 ferrous
10 chemical
10 toxic
10 taint
Expel all four fumes from your iron tanks in a sudden exhaust to form
the contamination. The contamination works to negate protections from
asphyxiation damage as the thick, greasy cloud cannot be stopped. Those
who attempt to control their breathing to avoid asphyxiation will find
the necessary large breath to be extremely painful. Finally, any
asphyxiation damage will also produce bleeding and contagion as the
contamination fumes seep into the lungs and rupture alveoli. The effects
of the contamination will weaken over time and will fade away completely
after a Lusternian day.
There's also a Fuse skill in there, but I don't have Runes at the moment so I can't see it.
Comments
OMG SO OP, NERF. PSIONICS DOES NOT NEED THIS KIND OF BUFFING.
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Engage magnet.
Signature!
Steal balance, return damage are okay as retributive, I guess. Steal balance, at the very least, will be useful against physical classes, extending how long they stay off balance for. Decent synergy with ecto use, but 1v1, it won't become a problem. Only thing I can forsee as an issue is if the bug for a single type of retributive proccing multiple times in an attack hasn't been fixed yet. But other than that, it probably won't even slow down casters.
Rigor mortis and health leech are, again, not going to stick long enough in a 1v1 to do any damage. Health leech particularly isn't even useful in groups, though if an attacker in a group fight is super unlucky, I guess it's possible to get crucified right after attacking a geochem and proccing rigor mortis if the stars align and the blue moon shows up.
Dealing bleeding and a random contagion aff on asphyx damage is definitely nice. It's weird, but it looks like for geochems, the pvp attack is the earlier one, and the pve attack is the excorable one that costs reagents. Though ranged excorable is nice for stand-offs, I guess. The potential high amount of affs from getting contagion affs on asphyx damage might be able to help stick some of them, perhaps, though most of the geochem affs are on disparate cures (pox on salve, vomiting on purgative, dizziness on herb/focus, rigor on herb, healthleech on herb/purgative, various plague affs on various) so I'm not sure how viable stacking affs will be.
The only thing that may be of concern is, as Neos says (somewhat sarcastically, maybe?), TP/TK. But that's been said already, and it's pretty much the same situation as the other chems.
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Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
fffuuuuu