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- ab 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.
- Smog Create a thick smog from your fumes.
- 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.
- Fuse Fuse runes to your magnum blastworks.
- Embed Embed motes on your magnum blastworks.
- 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.
- AB GEOCHEMANTICS TAINTED
- 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.
- AB GEOCHEMANTICS IRONTANKS
- 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.
- AB GEOCHEMANTICS FERROUS
- 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 asthma.
- Concentrating on your fumes will bring them all into sync so that they
- react with their target at the same time.
- AB GEOCHEMANTICS NECKBOLTS
- GEOCHEMANTICS - NECKBOLTS
- Syntax: IMPLANT NECK BOLTS
- Outlay: 10 iron
- Tank fumes: 100 ferrous
- Damage Modifier: 1/8 excorable increase
- 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.
- AB GEOCHEMANTICS RUSTEDSPIKES
- 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 drag through their skin,
- breaking the surface and leaving tainted fragments in their blood to
- fester and cause relapsing. The spikes will fully rust away and splinter
- after fifty Lusternian months.
- AB GEOCHEMANTICS CHEMICAL
- 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 paranoia.
- Concentrating on your fumes will bring them all into sync so that they
- react with their target at the same time.
- AB GEOCHEMANTICS BONELACING
- GEOCHEMANTICS - BONELACING
- Syntax: IMPLANT BONE LACING
- Outlay: 25 iron
- Tank fumes: 100 ferrous
- 100 chemical
- Damage Modifier: 1/8 divinus resistance
- 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.
- AB GEOCHEMANTICS HYDRAULICS
- GEOCHEMANTICS - HYDRAULICS
- Syntax: IMPLANT HYDRAULICS
- LEAP <direction>
- Outlay: 25 iron
- Tank fumes: 100 chemical
- 100 ferrous
- Construct a pair of hydraulics and implant them within your legs to
- improve your natural ability to jump. The hydraulics allow you to use
- the LEAP command. The hydraulics will crack open and fall apart after
- fifty Lusternian months.
- AB GEOCHEMANTICS TOXIC
- 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.
- AB GEOCHEMANTICS SMOG
- GEOCHEMANTICS - SMOG
- Syntax: FUMES SMOG [ON|OFF]
- By creating a thick, choking smog from your fumes, your focused target
- will find it much harder to see where he is going, making him stumble
- aimlessly for a while before he manages to leave.
- AB GEOCHEMANTICS METALSTORM
- 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 paranoia and vomiting. Your enemy's
- movements will be greatly hindered while the effect is growing.
- AB GEOCHEMANTICS MAGNUM
- 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
- Can Target Denizens (in room only)
- 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.
- AB GEOCHEMANTICS FOUL
- 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 paranoia and pox.
- AB GEOCHEMANTICS TAINT
- 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: 50% Poison 50% Asphyxiation
- 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.
- AB GEOCHEMANTICS FUSE
- GEOCHEMANTICS - FUSE
- Syntax: MAGNUM FUSE <rune list>
- WIPE MAGNUM (to remove runes)
- You can now fuse up to ten runes to your magnum blastworks. Every time
- you perform an attack with your magnum blastworks, one of the runes will
- be triggered. You can also append SUPER at the end of your magnum attack
- to trigger two runes at once, assuming you have Supersling in Runes.
- AB GEOCHEMANTICS EMBED
- GEOCHEMANTICS - EMBED
- Syntax: MAGNUM EMBED <dream mote list>
- WIPE MAGNUM (to remove motes)
- You can now embed up to ten motes on your magnum blastworks. Every time
- you perform an attack with your magnum blastworks, one of the motes will
- be triggered.
- AB GEOCHEMANTICS POLLUTEDSTUDS
- 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.
- AB GEOCHEMANTICS STEAMOPTICS
- GEOCHEMANTICS - STEAMOPTICS
- Syntax: IMPLANT STEAM OPTICS
- Outlay: 50 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.
- AB GEOCHEMANTICS CONTAGION
- 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 bloated, metal-toothed flies. It will
- additionally cause contagion.
- AB GEOCHEMANTICS TAINTCREW
- 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.
- AB GEOCHEMANTICS IRONBOURNE
- 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.
- AB GEOCHEMANTICS NOZZLE
- GEOCHEMANTICS - NOZZLE
- Syntax: MAGNUM CRAFT NOZZLE
- MAGNUM ANNIHILATE <target> [<direction>]
- Power: 10 (Megalith of Doom)
- 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.
- AB GEOCHEMANTICS FILTHPUMP
- 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.
- AB GEOCHEMANTICS CRANIALIMPLANT
- GEOCHEMANTICS - CRANIALIMPLANT
- Syntax: IMPLANT CRANIAL IMPLANT
- 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
- sensitivity in an attacker. The cranial implant will splinter and
- shatter after fifty Lusternian months.
- AB GEOCHEMANTICS TAINTBOMB
- 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: asthma, pox,
- sensitivity, rigormortis, or paranoia.
- AB GEOCHEMANTICS CONTAMINATION
- 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.
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