Pyrochemantics

edited June 2013 in Common Grounds
Yesss. :D


Fireproof           Your body is less able to burn.
FusedFlasks         Golden flasks will stopper your effluvia.
Incendiary          A scorching effluvium to harm your foes.
Pyroaugmentorius    Rig this gadget to help stoke your flames.
Scorching           Set fire to those who would harm you.
Opiate              Befuddle their mind with this effluvium.
Dampeners           Ease the shock of the situation.
ThermalPumps        Burn away what ails you.
Narcotic            Too much of this smoke will drive them mad.
Psychedelic         This explosion will leave their heads reeling.
Pyrocannon          Ready! Aim! Fire!
Phrenic             Combine your effluvia into a mind-blowing explosion.
Pyrrhic             A smoke to make them question their intelligence.
Hallucinatory       This smoke will play tricks with their eyes.
Goggles             Everything is so much clearer now.
Pyrokinetic         A huge display of pyrokinetic technique.
GutterGang          The Gutter Gang has got your back.
Pyrobourne          Secrete all of your effluvia at once.
Muzzle              Focus your pyrocannon's flames.
Pyretic             Where are the munchies?
Fevered             Some smoke to help them forget.
Arson               Rig your effluvia into an enormous explosion.
EmberDance          A mesmerising dance to heat things up.

PYROCHEMANTICS - FIREPROOF
Syntax: PYROWORK FIREPROOF
Damage Modifier: 20

You can temper your skin against fire, offering some fire protection as
well as the chance to avoid catching on fire. Also, you will be
protected from blasts of fire that move you on the Elemental Plane of
Fire.


PYROCHEMANTICS - FUSEDFLASKS

Syntax: FUSEDFLAKS CREATE
        FUSEDFLAKS STATUS
        FUSEDFLAKS TRANSMUTE [#] TO <reagent>
        FUSEDFLAKS RELEASE # <reagent>
 Power: 10 (Flame) (to create)
Outlay: gold 50 (to create)
        fireessence 1 (to transmute)

Flasks are the focal point of any Pyrochemantic effect, storing the raw
power of reagents transmuted from fire essence. A single piece of
essence can be transmuted to create five units of reagent. Your
batteries can hold up to 2000 reagents of any type and you may release
reagents to make room for other types.

PYROCHEMANTICS - INCENDIARY

       Syntax: PYROWORK SECRETE INCENDIARY
               PYROWORK DISPERSE INCENDIARY
               PYROWORK FOCUS [<target>|NOBODY]
               PYROWORK STATUS
               PYROWORK CONCENTRATE
       Outlay: incendiary 1
  Damage Type: 100% Fire
Damage Source: Magical

By secreting incendiary reagent from your flasks you can coat yourself
in an effluvim that will last one Lusternian day. When you focus your
effluvim upon a target, they will periodically suffer from fire damage
while in your presence. This passive effect will occur once every 10
seconds.

Concentrating on your mists will bring them all into sync so that they
fire at the same time.

PYROCHEMANTICS - PYROAUGMENTORIUS

         Syntax: RIG PYROAUGMENTORIUS
         Outlay: gold 10
                 incendiary 100
Damage Modifier: 20 fire (buff)

By rigging up a pyroaugmentorius gadget using gold and your reagents you
are better able to channel heat, bolstering the amount of fire damage
you do. The rigged up gadget will fall apart after 50 Lusternian months.

PYROCHEMANTICS - SCORCHING

Syntax: PYROWORK SCORCHING SMOKE
Outlay: gold 10
        incendiary 100

You can release a cloud of smoke around you by mixing up a pyrochemantic
brew. The smoke has a 20% chance to knock those who attack you off
balance. It will disperse after 50 months.

PYROCHEMANTICS - OPIATE

Syntax: PYROWORK SECRETE OPIATE
        PYROWORK FOCUS [<target>|NOBODY]
Outlay: opiate 1 (to secrete)

You are now able to transmute the opiate reagent. By secreting the
opiate reagent you can create an effluvium around yourself that will
last one Lusternian day. When you focus your effluvium upon a target,
they will be periodically be afflicted with confusion. This passive
effect will occur once every 10 seconds.

PYROCHEMANTICS - DAMPENERS

         Syntax: RIG DAMPENERS
         Outlay: gold 25
                 incendiary 100
                 opiate 100
Damage Modifier: 20 electric (resist)

By rigging up some dampeners you are able to better insulate your body
against electricity. The rigged up device will lose its dampening
ability after 50 Lusternian months.

PYROCHEMANTICS - THERMALPUMPS

Syntax: RIG THERMAL PUMPS
Outlay: gold 25
        opiate 100
        incendiary 100

By rigging up thermal pumps, you are better able to channel heat to your
benefit. When ablaze, you will only take 10% of the normal damage from
being on fire. In addition, being ablaze will not increase your burn
level and the fire will cure a random affliction when you burn. Your
rigged up pumps will fall apart after 50 months.

PYROCHEMANTICS - NARCOTIC

Syntax: PYROWORK SECRETE NARCOTIC
        PYROWORK FOCUS [<target>|NOBODY]
Outlay: narcotic 1 (to secrete)

You are now able to transmute the narcotic reagent. By secreting the
narcotic reagent you can create an effluvium around yourself that will
last one Lusternian day. When you focus your effluvium upon a target,
they will be periodically be afflicted with dementia. This passive
effect will occur once every 10 seconds.

PYROCHEMANTICS - PSYCHEDELIC

       Syntax: PYROWORK PSYCHEDELIC EXPLOSION
        Power: 5 (Flame)
     Effluvia: opiate
               incendiary
  Damage Type: 50% Fire, 50% Asphyxiation
Damage Source: Magical

Mixing the effects of your opiate and incendiary effluvia will consume
them to give a different kind of high. The resulting psychedelic
explosion will cause damage to all enemies in your room as well as
confusing them and giving them dementia. The explosion from this effect
will occur 10 seconds after casting.

Your enemy's movements will be greatly hindered while the effect is
growing. Enemy movement within the radius of effect has an 80% chance to
fail and cause a base balance loss of 2 seconds.

PYROCHEMANTICS - PYROCANNON

       Syntax: RIG PYROCANNON
               PYROCANNON BLAST <target> [<direction>]
       Outlay: gold 50
               opiate 100
               incendiary 100
               narcotic 100
  Damage Type: 50% Fire, 50% Asphyxiation
Damage Source: Magical

By heating up some gold and mixing up a cocktail of pyrochemantic
reagents you can rig up a pyrocannon. The range on this cannon allows
you to blast away foes in your room or adventurers in adjacent rooms.

PYROCHEMANTICS - PHRENIC

       Syntax: PYROWORK PHRENIC EXPLOSION
        Power: 5 (Flame)
     Effluvia: opiate
               narcotic
  Damage Type: 50% Fire, 50% Asphyxiation
Damage Source: Magical

Mixing the effects of your opiate and narcotic effluvia will consume
them to give a different kind of high. The resulting phrenic explosion
will cause damage to all enemies in your room as well as increasing
their temporary insanity. The explosion from this effect will occur 10
seconds after casting.

PYROCHEMANTICS - PYRRHIC

Syntax: PYROWORK SECRETE PYRRHIC
        PYROWORK FOCUS [<target>|NOBODY]
Outlay: pyrrhic 1 (to secrete)

You are now able to transmute the pyrrhic reagent. By secreting the
narcotic reagent you can create an effluvium around yourself that will
last one Lusternian day. When you focus your effluvium upon a target,
they will be periodically be afflicted with stupidity. This passive
effect will occur once every 10 seconds.

PYROCHEMANTICS - HALLUCINATORY

Syntax: PYROWORK HALLUCINATORY SMOKE
Outlay: gold 10
        narcotic 100
        opiate 100
        phyrric 100

You can release a cloud of hallucinatory smoke around you by mixing up a
pyrochemantic brew. The smoke has a 20% chance to cause hallucinations
in those who attack you. It will disperse after 50 months.

PYROCHEMANTICS - GOGGLES

Syntax: RIG GOGGLES
Outlay: gold 25
        opiate 100
        narcotic 100
        phyrric 100

By rigging up some goggles, you can be sure that your drug-induced
hallucinations show you the right path. Your goggles will allow you to
see through anything that may obscure an exit from view.

PYROCHEMANTICS - PYROKINETIC

       Syntax: PYROWORK PYROKINETIC EXPLOSION
        Power: 5 (Flame)
     Effluvia: pyrrhic
               incendiary
  Damage Type: 50% Fire, 50% Asphyxiation
Damage Source: Magical

Mixing the effects of your incendiary and pyrrhic effluvia will consume
them to give a different kind of high. The resulting pyrokinetic
explosion will cause damage to all enemies in your room as well as
setting them ablaze and afflicting them with unnatural stupidity. The
explosion from this effect will occur 10 seconds after casting.

PYROCHEMANTICS - GUTTERGANG

Syntax: PYROWORK LINK <pyrochemantic or pyromancer>

You can get higher better when you do it together, so link up with the
members of your gutter gang. Each link will increase the radius of your
effects by one room. Any damage caused by the explosions will be
increased by a pyromancers's demesne.

PYROCHEMANTICS - PYROBOURNE

    Syntax: PYROWORK SECRETE ALL
     Power: 3
    Outlay: 1 incendiary
            1 opiate
            1 pyrrhic
            1 narcotic
You have mastered the contents of your flasks and can secrete all four
effluvia at once.

PYROCHEMANTICS - MUZZLE

            Syntax: RIG MUZZLE
                    PYROCANNON INCINERATE <target> [<direction>]
Outlay (to create): gold 25
                    pyrrhic 100
   Outlay (to use): pyrrhic 1
       Damage Type: 100% Fire
     Damage Source: Magical

Muzzling your pyrocannon allows you to incinerate a foe, burning them
with pure fire damage and setting them ablaze. This will use up one
pyrrhic reagent from your flasks.

PYROCHEMANTICS - PYRETIC

Syntax: PYROWORK PYRETIC SMOKE
Outlay: gold 25
        pyrrhic 100
        narcotic 100

You can release a cloud of hallucinatory smoke around you by mixing up a
pyrochemantic brew. The smoke has a 20% chance to cause gluttony in
those who attack you. It will disperse after 50 months.

PYROCHEMANTICS - FEVERED

Syntax: PYROWORK FEVERED SMOKE
Outlay: gold 25
        pyrrhic 100
        opiate 100

You can release a cloud of hallucinatory smoke around you by mixing up a
pyrochemantic brew. The smoke has a 20% chance to cause amnesia in those
who attack you. It will disperse after 50 months.

PYROCHEMANTICS - ARSON

       Syntax: PYROWORK ARSON
        Power: 10 (Flame)
     Effluvia: opiate
               incendiary
               pyrrhic
               narcotic
  Damage Type: 50% Fire, 50% Asphyxiation
Damage Source: Magical

Mixing the effects of your incendiary, pyrrhic, opiate, and narcotic
effluvia will consume them to give a different kind of high. The
resulting conflagration will cause damage to all enemies in the room.
This effect will cause more damage to those who are gluttonous, ablaze,
unnaturally stupid, confused, or hallucinating. The explosion from this
effect will occur 10 seconds after casting.

Enemies with the afflictions above will also be stunned, with the stun
length being 1.5 seconds per affliction.

PYROCHEMANTICS - EMBERDANCE

       Syntax: PYROWORK SECRETE EMBERDANCE
       Outlay: incendiary 10
               pyrrhic 10
               opiate 10
               narcotic 10
        Power: 5 (Flame)
  Damage Type: 100% Fire
Damage Source: Magical

While embers dance around you, your enemies will catch ablaze. If an
enemy is already ablaze, they will burn anew and cause extra damage.
Your embers will lose their frantic pace over time, causing this effect
to fire less often. When the embers first begin their dance they will
combust every 9 seconds, trailing away to every 15 seconds as the embers
fade after a Lusternian day.
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Comments

  • XenthosXenthos Shadow Lord
    PYROCHEMANTICS - FIREPROOF
    Syntax: PYROWORK FIREPROOF
    Damage Modifier: 20

    You can temper your skin against fire, offering some fire protection as well as the chance to avoid catching on fire. Also, you will be protected from blasts of fire that move you on the Elemental Plane of
    Fire.

    PYROCHEMANTICS - THERMALPUMPS

    Syntax: RIG THERMAL PUMPS
    Outlay: gold 25
            opiate 100
            incendiary 100

    By rigging up thermal pumps, you are better able to channel heat to your benefit. When ablaze, you will only take 10% of the normal damage from being on fire. In addition, being ablaze will not increase your burn level and the fire will cure a random affliction when you burn. Your rigged up pumps will fall apart after 50 months.

    ------------------------

    I don't get it, I'd think they would want to be on fire at all times. :(
    image
  • ShuyinShuyin The pug life chose me.
    Look at those more detailed AB's. I noticed! Good going.
    image
  • Xenthos said:

    I don't get it, I'd think they would want to be on fire at all times. :(
    Well, they still take damage. It seems that they have a lot of control over whether they'll be on fire or not. If they don't want to be on fire, it'll be hard for someone to force it on them. It's an interesting mechanic. We'll see how it works out.
  • ElanorwenElanorwen The White Falconess
    10% of the normal damage from burning is negligible in exchange for curing an affliction. Yeah, I'd say they'd want to be on fire all the time. It looks interesting. Not interesting enough for me to dust my Pyro off, but interesting none-the-less.
    image

    Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
  • I wonder if offensively cleansing will become a thing against them.
  • Needs to get fixed first that ablaze isn't cured by ThermalPump. Since it cures itself, it kinda makes the mechanic of passive damage for affliction curing unviable.

    Love the overall item though. A much better spread of effects and afflictions than what was guessed at. Thanks for releasing! :D
    image
  • Viynain said:
    Needs to get fixed first that ablaze isn't cured by ThermalPump. Since it cures itself, it kinda makes the mechanic of passive damage for affliction curing unviable.
    >---------------------------[ Changelog Entry #326 ]--------------------------<
       Entered by: Iosai the Anomaly                   Date: 2013-06-02 08:45:51

       o Pyrochemantic Thermal Pumps will no longer cure ablaze.
    >-----------------------------------------------------------------------------<

    Good stuff.
  • MoiMoi
    edited June 2013
    It seems like you would pretty much never want to use a muzzle on your fire cannon.
    E: It also seems weird that despite Narcotic giving dementia, Arson isn't improved by the target having dementia.
  • Having a muzzle doesn't prevent you from using the lower-level attack, so it gives you a little variance. Not as useful as the geo/aqua ones, of course.
  • Affs are stronger. Confusion and stupidity on passive are nice. Being mental afflictions, though, they get to deal with focus mind. Well, I guess it may be decent with impatience from runes and help with malignprophs, maybe? Dementia looks like a plain filler aff to keep herb balance used up, maybe? Not that once every 10s is very helpful. Balance knock and amnesia as reflexives aren't too bad, I guess, though I doubt they'll be very effective.

    Well, with most of the arson affs being mental afflictions, I guess tp/runists might be able to take advantage of it, maybe?

  • The fact that pyrochems fight while on fire is about 23 points of sheer awesome right there. Just be careful not to high-five em after a successful fight.
    Everyone is a genius. But if you judge a fish on its ability to climb a tree, it will live its whole life believing that it is stupid.
  • PSI SUB PYRE <pyrochem>.
  • Excuse me while I go be bitter now.

    *bitter*
  • ElanorwenElanorwen The White Falconess
    Akyaevin said:
    PSI SUB PYRE <pyrochem>.
    Pyre's nice, but it won't pressure them much considering that it deals more damage with higher burn levels, and you have no way of making burn levels go up unless you're a pyro.
    image

    Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
  • Do the various Chemantics abilities also have a Dreamweaving version of Fuse?
  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    Yes, it's just not very good.
  • It work with all the motes?
  • Pretty much everything we do is gonna make you wake up, no idea why anyone would be a pyro dreamweaver.

    "But paradise is locked and bolted...

    We must make a journey around the world

    to see if a back door has perhaps been left open."

    -Heinrich Von Kleist, "On the Puppet Theater"

  • MoiMoi
    edited June 2013
    As a Pyro, if you go Dreamweaver, you're mostly in it for the free blackout on your cannon. You're not doing EternalSleep at any point. It's more reasonable of a choice for Aquas (who gain reliable pacifism from motes) and Aeros (who get the wonderfully infuriating Void+Aeon combo).

    E: What I'm really excited for is Pyrochem Runist, since you have reliable access to Ablaze (through elementalism) and all four of the other Pyrochem afflictions (through double slinging runes), making killing people as a runist potentially very viable for pyrochems.
  • ElanorwenElanorwen The White Falconess
    Iytha said:
    As a Pyro, if you go Dreamweaver, you're mostly in it for the free blackout on your cannon. You're not doing EternalSleep at any point. It's more reasonable of a choice for Aquas (who gain reliable pacifism from motes) and Aeros (who get the wonderfully infuriating Void+Aeon combo).

    E: What I'm really excited for is Pyrochem Runist, since you have reliable access to Ablaze (through elementalism) and all four of the other Pyrochem afflictions (through double slinging runes), making killing people as a runist potentially very viable for pyrochems.
    Provided you can make the effects stick... and provided the damage dealt is high, which it usually is not. I smacked someone with creeping doom with all afflictions and it still did less than 60% of their hp. After which you need to reset your passive afflicts and that either takes 3 power for single balance or 4 balances. All in all, you cannot kill someone with the final AoE attack even if they have all the afflicts that boost damage. The reason Halli was killing people was the buff from multiple aerochems being a bit too high at the time and them spamming an effect that cost 5 power which was strangely imbalanced at the time.
    image

    Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    It's not 'free motes' on cannon. It's motes used in a sub-par way, in fact. We'll see how it works when the fix from the last special report goes in. Outside of sap, I calculate that dreamweaving has... 5 useful combat abilities, some of which are of questionable use.

    Re: Aerochem damage: It was actually due to the way that buffs calculate and compound, largely because of the percentage buff from being in an allied/linked demesne, not multiple chems (which doesn't boost damage).

    But yes, the rest seems about right. On a target standing still and not curing (The only time getting ALL the affs is possible for Wildewoods), that target would generally not perish, and would be able to subsequently sip health before I had time to damage them out enough or gore for the kill. 
  • Am I wrong to think that you do PYROCHEM FUSE MEMORYLOSS and then whenever you do PYROCANNON BLAST <target>, the target also gets hit with blackout? Or if you do PYROCHEM FUSE NYD, you'll hit with sensitivity every cannon blast?

    I'm sure that with Sensitivity and really big explosions, you should be able to kill people reasonably well.
  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    edited June 2013
    That's wrong. You go PYROCHEM FUSE <up to 5 motes>. This takes about 2(?) seconds eq. Then the motes are consumed and fire alongside a use of that item to attack. So, you PYROCHEM FUSE MEMORYLOSS and you get one blast that also hits with blackout. Also, the mote that hits isn't masked at all, it tells the victim what they got hit with. This makes memoryloss about the only useful mote to use, unfortunately.


    I think the motes are first on-first off, but they work like poisons besides that. You can't embed more until you've used up all that are embedded, and doing WIPE <thing> doesn't recover the motes, it just destroys them. As in, doing nyd alongside the damage attack hits for damage first, then hits for nyd - so the victim would simply cure the sensitivity far before any new attack commenced. 
  • That's lame. I thought it was more like demense imbed.
  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    edited June 2013
    We requested a few different things much more like demesne embed/fuse, this is what we got. I was pretty bummed too, especially for motes - which are almost all pretty darn mild and easy to avoid the effects of.
  • Enyalida said:
    You can't embed more until you've used up all that are embedded... 
    Just got this bit fixed. Also, thrilled about the ThermalPumps tweak. I finally have time to play around with this, and I'm super excited. Yay. :3
    image
  • Are there lines floating around somewhere? I just kinda like reading them is all >_>
  • So what is the pyro chem's bashing attack?
  • KarlachKarlach God of Kittens.
    Dysolis said:
    So what is the pyro chem's bashing attack?
    Pyrocannon and Muzzle.

    The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."

    You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!


    image
  • Pyrochem lines and damage from the perspective of someone getting hit. I didn't test emberdance with Viy, so that's the only line that's missing. He'll have the caster lines and all.

    http://pastebin.com/pGhFmmRJ

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