Geochemantics


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.
«1345

Comments

  • NeosNeos The Subtle Griefer
    edited April 2013
    So much hate.

    Edit:
    Forgot about the required cries of OP: 
    OMG SO OP, NERF. PSIONICS DOES NOT NEED THIS KIND OF BUFFING.
    Love gaming? Love gaming stuff? Sign up for Lootcrate and get awesome gaming items. Accompanying video.

     Signature!


    Celina said:
    You can't really same the same, can you?
    Zvoltz said:
    "The Panthron"
  • Thematically that is absolutely awesome. Good work whoever designed it. 
  • I'm gonna go cry and be jealous now.
  • Good luck walking up the stairs in the Tower now, metalheads :P
  • ShaddusShaddus , the Leper Messiah Outside your window.
    It's too bad Bonelacing doesn't also prevent broken bones. (hint hint)

    Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    So, the contagion reactive causes necromancy contagion?
  • No, it's a random plague aff

    image
  • Partially unblockable damage that gets nastier if you do try to block it.  That could be pretty sweet, or pretty scary.

  • It's only ~500 damage on hold breath. And we don't seem to have the ability to refresh contamination the way aeros can their one.
  • edited April 2013
    Here are all the implant messages. Some of them are a little squicky, but they deserve to be shared.


    irontanks create
    Running your hands over the iron, you slowly enhance the Earthen vibrations deep within the metal. As it softens, you quickly smooth it into two rough sheets, folding these in on themselves in order to form cylinders. Repeating the process with more lumps of iron, you split each cylinder into two and cap them, imposing your will upon the metal to fuse the seams together. More iron is formed into various nozzles, gauges, attachments and other additional tools, which you fit into place within and on the newly formed tanks. Rising from your work, you swing the entire apparatus up and onto your back, iron bands hooked over your shoulders. As you flex and stretch, the iron securely adheres itself to your skin.


    implant neck bolts
    Moulding the iron bars into thick bolts, you expel ferrous fumes from a nozzle on your iron tanks onto the metal. Carefully guiding the metal's reaction to empower your excorable force, you press the bolts into the sides of your neck. Your flesh yields readily to the pressure of the metal, each bolt quickly sinking into your neck until it is anchored against your spine. The metal warms beneath your hands as it fuses to your bone and your flesh adheres to the earthen presence.


    implant rusted spikes
    Moulding the iron bars into long spikes, you expel ferrous fumes from a nozzle on your iron tanks onto the metal. As the ferrous fumes wash over the iron, it grows rusted and jagged, bits flaking off partially to form smaller teeth along the spikes. You drive the sharp bases of the spikes into your elbows and knees, the metal anchoring itself deep within your joints. The metal warms beneath your hands as it fuses to your bone and your flesh adheres to the earthen presence.


    implant bone lacing
    You expel chemical fumes from a nozzle on your iron tanks onto some iron bars, which dissolves to fill up a massive syringe retrieved from the side of the tanks. Using a second nozzle, you expel ferrous fumes onto the liquid metal, reinforcing it against divinis attack. Grasping the syringe tightly, you slam it into your thigh, the needle coming to rest deep within your bone. Pressing down on the plunger, you feel the liquid metal force itself into the bone, filling it and solidifying. You shiver slightly at the exquisite feeling of the earth entering and becoming a part of you. You then repeat the process until your skeleton has been fully reinforced with the metallic bone lacing.

    implant hydraulics
    You carefully manipulate the iron bars to construct a pair of hydraulic pumps. Expelling ferrous fumes from a nozzle on your iron tanks, you reinforce the structure of the hydraulics. More iron bars are dissolved into a dark, metallic liquid with a blast of chemical fumes, which you use to fill the cylinders of the hydraulics. Driving the ends of the hydraulics into the back of your legs, the metal comes to rest against your bone, fusing solidly to it in order to reinforce your musculature. Bending your legs slightly, you test the hydraulics, easily propelled upward by them.


    implant polluted studs
    Reaching behind you, you open a nozzle on your iron tanks and expel ferrous fumes onto a set of iron bars, forming them into a series of flat, rounded studs. Each of the studs is then exposed to a concentrated blast of taint fumes expelled from your iron tanks, taking on a sickly green-rust colour. You carefully apply each stud to your body, the metal melting into your flesh and fusing itself to you.


    implant steam optics
    Treating the iron bars with chemical fumes expelled from your iron tanks, you carefully construct the steam optics, forming the iron into two grey-coloured spheres, each pocked with countless tiny dimples formed by a final application of chemical fumes. You open a second nozzle, covering the spheres with the expelled taint fumes, and watch carefully as the metal takes on a glittery, silver sheen. Finally, you grit your teeth and turn your head to one side, opening a third aimed at your eye, expelling toxic fumes which dissolve the eye and leave behind only a mushy jelly to drip slowly down your face. Using the remains of your eye as a lubricant, you install the new silvered orb in its place before repeating the process for the other eye.


    implant filth pump
    You carefully fold the willing iron bars into two smaller tanks, which you fill with a combination of toxic and taint fumes expelled from your iron tanks. Attaching the new tanks to either side of your existing iron tanks, you retrieve a pump mechanism and several tubes. The pump is quickly attached to the new tanks and installed between them, the tubing fitted to long, curved iron attachments. These attachments are moulded with the aid of additional taint fumes, before being pressed against either side of your abdomen. The iron slides willingly into your body, and the filth pump begins to whir with a shriek. An odd sensation of pressure fills you as the toxic-taint fume mixture enters you on one side, combines with and enhances the natural, putrid contents of your body, and leaves your other side to begin filling the new tanks.


    implant cranial implant
    You form a rough dome from flattening several bars of iron and fit it onto you head. The iron slowly melts under your will, fitting perfectly to the shape of your skull. Reaching behind you, you expel a precise combination of chemical and tainted fumes from your iron tanks onto the dome, its surface sizzling and bubbling as it takes on an undulating pattern. As the fumes take full effect on the metal, dark energy begins to arc between peaks on the domed surface. Placing the completed cranial plate upon your head, you smell a chemical, burning stench as the plate dissolves and replaces a portion of your skull.
  • XenthosXenthos Shadow Lord
    Point industrial-strength magnet at Esano.

    Engage magnet.
    image
  • Do want..
    -----

    Nilofer says, "Xena is here, riding Xena, the Xenaesque Xena. She is wielding Xena in both of her hands."
  • XenthosXenthos Shadow Lord
    Xena said:
    Do want..
    Welllllll...
    image
  • NeosNeos The Subtle Griefer
    Xena said:
    Do want..
    No, bad, YOU STAY RIGHT WHERE YOU ARE!
    Love gaming? Love gaming stuff? Sign up for Lootcrate and get awesome gaming items. Accompanying video.

     Signature!


    Celina said:
    You can't really same the same, can you?
    Zvoltz said:
    "The Panthron"
  • SiamSiam Whispered Voice
    This is so cool! Looking forward for the Pyros!
    Viravain, Lady of the Thorns shouts, "And You would seize Me? Fool! I am the Glomdoring! I am the Wyrd, and beneath the cloak of Night, the shadows of the Silent stir!"

    #bringShikariback 


  • Neos said:
    Xena said:
    Do want..
    No, bad, YOU STAY RIGHT WHERE YOU ARE!
    Hehehehehe
    -----

    Nilofer says, "Xena is here, riding Xena, the Xenaesque Xena. She is wielding Xena in both of her hands."
  • Eh, geochem looks underwhelming at first sight. Vomitting and dizziness aren't particularly dangerous or difficult to cure. Masochism does more damage than vomitting tics, iirc, though vomitting also makes you hungry, but w/e, mag hunger tactics are already something a combatant knows to prepare for. Pox will actually synergize nicely with the other mag guilds, but alone? Not sure if it's going to be effective at all. Health-return passive damage is decent, I guess.

    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.

  • The contamination seems to be a proc chance on any asphyx damage, not scaling (or at least not scaling much) to the strength of the damage. Causes ~100 bleed and a random plague aff.
  • I get the vibe that admins are trying to move away from instas and use damage instead with these chemantics skills *cling gahtirak'sho*
    -----

    Nilofer says, "Xena is here, riding Xena, the Xenaesque Xena. She is wielding Xena in both of her hands."
  • NeosNeos The Subtle Griefer
    Lerad said:
    Neos says (somewhat sarcastically, maybe?)

    Love gaming? Love gaming stuff? Sign up for Lootcrate and get awesome gaming items. Accompanying video.

     Signature!


    Celina said:
    You can't really same the same, can you?
    Zvoltz said:
    "The Panthron"
  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    But damage doesn't work, le sigh. Speaking of damage, that 100% excorable attack is going to be absolutely crazy. You thought the 100% divinus attack was bad, this is going to knock your socks off (probably). 

    Yeah, like all woodchemantics skills, this looks like decent support for other archetypes, and not so hot on its own... of course, psionics!
  • Excorable will be just as good as divinus in PVP. Not "absolutely crazy". Not sure where you're getting that from, since they are pretty much effectively the same in PVP. PVE wise, divinus still has an advantage, but only in terms of amount of mobs weak to it.

  • Hey, hey, hey.  Don't forget about my awesome cutting damage.  The cutting damage that doesn't even cause bleeding!
  • SiamSiam Whispered Voice
    You know that attack reminds of that flower champion from League of Legends....
    Viravain, Lady of the Thorns shouts, "And You would seize Me? Fool! I am the Glomdoring! I am the Wyrd, and beneath the cloak of Night, the shadows of the Silent stir!"

    #bringShikariback 


  • ElanorwenElanorwen The White Falconess
    Siam said:
    You know that attack reminds of that flower champion from League of Legends....
    Zyra
    image

    Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
  • edited February 2014
     

  • RiviusRivius Your resident wolf puppy
    edited April 2013
    You get a magnum?!   :-O
  • edited April 2013
    Rivius said:
    You get a magnum?!   :-O

    Well, we will. At the moment it's bugged, requiring non-Megalith power of some kind.
  • CyndarinCyndarin used Flamethrower! It was super effective.
    Pox, healthleach, vomiting?

    I don't understand...
    image
  • Magipunk scientist with guns?

    fffuuuuu

Sign In or Register to comment.