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  1. ab geochemantics
  2. You have gained the following abilities in Geochemantics:
  3. Tainted Breathe the tainted air.
  4. IronTanks Craft iron tanks to contain your fumes.
  5. Ferrous A rust-coloured, metallic fume.
  6. NeckBolts Implant iron bolts within your neck.
  7. RustedSpikes Implant rusted spikes into your joints.
  8. Chemical A clear, chemical fume.
  9. BoneLacing Implant metal lacing within your bones.
  10. Hydraulics Implant hydraulics into your legs.
  11. Toxic A green, corrosive fume.
  12. Smog Create a thick smog from your fumes.
  13. MetalStorm Harness your ferrous fumes to create a metal storm.
  14. Magnum Construct the dreaded magnum blastworks.
  15. Foul Harness your chemical fumes to produce a dense, foul cloud.
  16. Taint A black, tainted fume.
  17. Fuse Fuse runes to your magnum blastworks.
  18. Embed Embed motes on your magnum blastworks.
  19. PollutedStuds Implant polluted studs into your body.
  20. SteamOptics Replace your eyes with superior steam optics.
  21. Contagion Harness your toxic fumes to summon contagion.
  22. TaintCrew Join with your brothers in a taint crew.
  23. Ironbourne Expel all of your fumes at once.
  24. Nozzle Attach a focusing nozzle to your magnum blastworks.
  25. FilthPump Implant a filth pump into your abdomen.
  26. CranialImplant Implant a cranial plate into your head.
  27. TaintBomb Harness your taint fumes to produce a massive taint bomb.
  28. Contamination Expel a clinging haze of contamination.
  29. See AB GEOCHEMANTICS <ability> for more information on an ability.
  30.  
  31. AB GEOCHEMANTICS TAINTED
  32. GEOCHEMANTICS - TAINTED
  33.  
  34. Your bond with the tainted earth is so great that you will not take
  35. damage from its poisonous effects. Also, your affinity with earth will
  36. allow you to naturally avoid earthquakes.
  37.  
  38. AB GEOCHEMANTICS IRONTANKS
  39. GEOCHEMANTICS - IRONTANKS
  40.  
  41. Syntax: IRONTANKS CREATE
  42. IRONTANKS STATUS
  43. IRONTANKS TRANSMUTE [#] TO <reagent>
  44. IRONTANKS RELEASE # <reagent>
  45. Power: 10 (Megalith of Doom) (to create)
  46. Outlay: 50 iron (to create)
  47. 1 darkessence (to transmute)
  48.  
  49. The iron tanks store concentrated reagents transmuted from dark essence
  50. which form the basis of Geochemantic power. A single piece of essence
  51. can be used to exsiccate 5 fumes of reagent. Your iron tanks can hold up
  52. to 2000 reagents of any type and you may release reagents to make room
  53. for other types.
  54.  
  55. AB GEOCHEMANTICS FERROUS
  56. GEOCHEMANTICS - FERROUS
  57.  
  58. Syntax: FUMES EXPEL FERROUS
  59. FUMES DISPERSE FERROUS
  60. FUMES FOCUS [<target>|NOBODY]
  61. FUMES STATUS
  62. FUMES CONCENTRATE
  63. Tank fumes: 1 ferrous (to expel)
  64.  
  65. Surround yourself in a thick haze of ferrous fumes expelled from your
  66. iron tanks. These expelled fumes will last for one Lusternian day. When
  67. you focus your ferrous fumes upon a target, they will periodically react
  68. with the target to cause asthma.
  69.  
  70. Concentrating on your fumes will bring them all into sync so that they
  71. react with their target at the same time.
  72.  
  73. AB GEOCHEMANTICS NECKBOLTS
  74. GEOCHEMANTICS - NECKBOLTS
  75.  
  76. Syntax: IMPLANT NECK BOLTS
  77. Outlay: 10 iron
  78. Tank fumes: 100 ferrous
  79. Damage Modifier: 1/8 excorable increase
  80.  
  81. By a controlled reaction between the iron and your ferrous fumes, you
  82. are able to mould iron bolts to implant into your neck. These bolts will
  83. boost the magnitude of any excorable damage you do. The bolts will rust
  84. away after fifty Lusternian months.
  85.  
  86. AB GEOCHEMANTICS RUSTEDSPIKES
  87. GEOCHEMANTICS - RUSTEDSPIKES
  88.  
  89. Syntax: IMPLANT RUSTED SPIKES
  90. Outlay: 10 iron
  91. Tank Fumes: 100 ferrous
  92.  
  93. By fashioning jagged and rusted iron spikes with your ferrous fumes, you
  94. are able to implant them into your knees and elbows. You attackers have
  95. a chance to be caught on the spikes and drag through their skin,
  96. breaking the surface and leaving tainted fragments in their blood to
  97. fester and cause relapsing. The spikes will fully rust away and splinter
  98. after fifty Lusternian months.
  99.  
  100. AB GEOCHEMANTICS CHEMICAL
  101. GEOCHEMANTICS - CHEMICAL
  102.  
  103. Syntax: FUMES EXPEL CHEMICAL
  104. FUMES DISPERSE CHEMICAL
  105. FUMES FOCUS [<target>|NOBODY]
  106. FUMES STATUS
  107. FUMES CONCENTRATE
  108. Tank fumes: 1 chemical (to expel)
  109.  
  110. Surround yourself in a thick haze of chemical fumes expelled from your
  111. iron tanks. These expelled fumes will last for one Lusternian day. When
  112. you focus your chemical fumes upon a target, they will periodically
  113. react with the target to cause paranoia.
  114.  
  115. Concentrating on your fumes will bring them all into sync so that they
  116. react with their target at the same time.
  117.  
  118. AB GEOCHEMANTICS BONELACING
  119. GEOCHEMANTICS - BONELACING
  120.  
  121. Syntax: IMPLANT BONE LACING
  122. Outlay: 25 iron
  123. Tank fumes: 100 ferrous
  124. 100 chemical
  125. Damage Modifier: 1/8 divinus resistance
  126.  
  127. By treating the iron with your ferrous and chemical fumes, it will
  128. become a liquid, allowing you to implant it as bone lacing. Your bone
  129. lacing will provide protection against divinus damage. The bone lacing
  130. will break down and be absorbed into you after fifty Lusternian months.
  131.  
  132. AB GEOCHEMANTICS HYDRAULICS
  133. GEOCHEMANTICS - HYDRAULICS
  134.  
  135. Syntax: IMPLANT HYDRAULICS
  136. LEAP <direction>
  137. Outlay: 25 iron
  138. Tank fumes: 100 chemical
  139. 100 ferrous
  140.  
  141. Construct a pair of hydraulics and implant them within your legs to
  142. improve your natural ability to jump. The hydraulics allow you to use
  143. the LEAP command. The hydraulics will crack open and fall apart after
  144. fifty Lusternian months.
  145.  
  146. AB GEOCHEMANTICS TOXIC
  147. GEOCHEMANTICS - TOXIC
  148.  
  149. Syntax: FUMES EXPEL TOXIC
  150. FUMES DISPERSE TOXIC
  151. FUMES FOCUS [<target>|NOBODY]
  152. FUMES STATUS
  153. FUMES CONCENTRATE
  154. Tank fumes: 1 toxic (to expel)
  155.  
  156. Surround yourself in a thick haze of toxic fumes expelled from your iron
  157. tanks. These expelled fumes will last for one Lusternian day. When you
  158. focus your toxic fumes upon a target, they will periodically react with
  159. the target to cause pox.
  160.  
  161. Concentrating on your fumes will bring them all into sync so that they
  162. react with their target at the same time.
  163.  
  164. AB GEOCHEMANTICS SMOG
  165. GEOCHEMANTICS - SMOG
  166.  
  167. Syntax: FUMES SMOG [ON|OFF]
  168.  
  169. By creating a thick, choking smog from your fumes, your focused target
  170. will find it much harder to see where he is going, making him stumble
  171. aimlessly for a while before he manages to leave.
  172.  
  173. AB GEOCHEMANTICS METALSTORM
  174. GEOCHEMANTICS - METALSTORM
  175.  
  176. Syntax: FUMES REACTIVE METAL STORM
  177. Power: 5 (Megalith of Doom)
  178. Expelled fumes: ferrous
  179. chemical
  180. Damage Type: 50% asphyxiation 50% cutting
  181. Damage Source: Magical
  182.  
  183. By combining two or more of your expelled fumes, you can guide a
  184. controlled reaction to devastating effect. These fumes are consumed once
  185. combined. The metal storm requires ferrous and chemical fumes to be
  186. expelled, and the reaction will climax shortly after being released. The
  187. metal storm will cause damage to any enemies within range of it as the
  188. shards of metal created in the reaction of the caustic fumes rip through
  189. them. It will additionally cause paranoia and vomiting. Your enemy's
  190. movements will be greatly hindered while the effect is growing.
  191.  
  192. AB GEOCHEMANTICS MAGNUM
  193. GEOCHEMANTICS - MAGNUM
  194.  
  195. Syntax: MAGNUM CRAFT
  196. MAGNUM BLAST <target> [<direction>]
  197. Power: 10 (Megalith of Doom)
  198. Outlay: 50 iron
  199. Tank fumes: 100 ferrous
  200. 100 chemical
  201. 100 toxic
  202. Damage Type: 50% asphyxiation 50% cutting
  203. Damage Source: Magical
  204. Can Target Denizens (in room only)
  205.  
  206. Using your knowledge of the reactions of the Earth, you are able to
  207. master the iron and bend it to your will to form the dreaded magnum
  208. blastworks. This construction allows you to combine and focus the power
  209. of your fumes to an explosive degree, ripping apart those who stand in
  210. your way in a blast of caustic fumes and iron shrapnel. The magnum
  211. blastworks can only withstand the force of your blasts for 250
  212. Lusternian months before it will rust and decay.
  213.  
  214. AB GEOCHEMANTICS FOUL
  215. GEOCHEMANTICS - FOUL
  216.  
  217. Syntax: FUMES REACTIVE FOUL
  218. Power: 5 (Megalith of Doom)
  219. Expelled fumes: chemical
  220. toxic
  221. Damage Type: 50% asphyxiation 50% poison
  222. Damage Source: Magical
  223.  
  224. These foulest of fumes will cause damage to any enemies within range of
  225. it as they are surrounded by the choking, bitter haze. It will
  226. additionally cause paranoia and pox.
  227.  
  228.  
  229. AB GEOCHEMANTICS TAINT
  230. GEOCHEMANTICS - TAINT
  231.  
  232. Syntax: FUMES EXPEL TAINT
  233. FUMES DISPERSE TAINT
  234. FUMES FOCUS [<target>|NOBODY]
  235. FUMES STATUS
  236. FUMES CONCENTRATE
  237. Tank fumes: 1 taint (to expel)
  238. Damage Type: 50% Poison 50% Asphyxiation
  239. Damage Source: Magical
  240.  
  241. Surround yourself in a thick haze of taint fumes expelled from your iron
  242. tanks. These expelled fumes will last for one Lusternian day. When you
  243. focus your taint fumes upon a target, they will periodically react with
  244. the target to cause damage, part of which will be transferred to you as
  245. health.
  246.  
  247. Concentrating on your fumes will bring them all into sync so that they
  248. react with their target at the same time.
  249.  
  250. AB GEOCHEMANTICS FUSE
  251. GEOCHEMANTICS - FUSE
  252.  
  253. Syntax: MAGNUM FUSE <rune list>
  254. WIPE MAGNUM (to remove runes)
  255.  
  256. You can now fuse up to ten runes to your magnum blastworks. Every time
  257. you perform an attack with your magnum blastworks, one of the runes will
  258. be triggered. You can also append SUPER at the end of your magnum attack
  259. to trigger two runes at once, assuming you have Supersling in Runes.
  260.  
  261. AB GEOCHEMANTICS EMBED
  262. GEOCHEMANTICS - EMBED
  263.  
  264. Syntax: MAGNUM EMBED <dream mote list>
  265. WIPE MAGNUM (to remove motes)
  266.  
  267. You can now embed up to ten motes on your magnum blastworks. Every time
  268. you perform an attack with your magnum blastworks, one of the motes will
  269. be triggered.
  270.  
  271. AB GEOCHEMANTICS POLLUTEDSTUDS
  272. GEOCHEMANTICS - POLLUTEDSTUDS
  273.  
  274. Syntax: IMPLANT POLLUTED STUDS
  275. Outlay: 50 iron
  276. Tank fumes: 100 ferrous
  277. 100 taint
  278. Damage Type: 50% poison 50% asphyxiation
  279. Damage Source: Magical
  280.  
  281. Mould caustic studs using your ferrous and taint fumes and implant them
  282. within your body. Your polluted studs have a chance to cause retributive
  283. damage to an attacker. The polluted studs will rust and fall off fifty
  284. Lusternian months.
  285.  
  286. AB GEOCHEMANTICS STEAMOPTICS
  287. GEOCHEMANTICS - STEAMOPTICS
  288.  
  289. Syntax: IMPLANT STEAM OPTICS
  290. Outlay: 50 iron
  291. Tank fumes: 100 chemical
  292. 100 toxic
  293. 100 taint
  294.  
  295. Construct the impressive steam optics and replace your eyes with their
  296. superior sight. The steam optics provide increased ability to detect
  297. illusions. The steam optics will dissolve under the stress after fifty
  298. Lusternian months.
  299.  
  300. AB GEOCHEMANTICS CONTAGION
  301. GEOCHEMANTICS - CONTAGION
  302.  
  303. Syntax: FUMES REACTIVE CONTAGION
  304. Power: 5 (Megalith of Doom)
  305. Expelled fumes: chemical
  306. toxic
  307. taint
  308. Damage Type: 33% asphyxiation 33% poison 33% cutting
  309. Damage Source: Magical
  310.  
  311. These contagion fumes will cause damage to any enemies within range of
  312. it as they are overcome by its bloated, metal-toothed flies. It will
  313. additionally cause contagion.
  314.  
  315. AB GEOCHEMANTICS TAINTCREW
  316. GEOCHEMANTICS - TAINTCREW
  317.  
  318. Syntax: FUMES LINK <Geomancer or Geochemancer>
  319. FUMES UNLINK <Geomancer or Geochemancer>
  320.  
  321. By extending your fumes to encompase the elemental power of another
  322. Geomancer or Geochemancer, you can extend the reach of your metal storm,
  323. foul, contagion and taint bomb reactions. Each link will increase the
  324. radius of your effects by one room. Any damage caused by the reaction
  325. will be increased by the tainted environment of a Geomancer's demesne.
  326.  
  327. AB GEOCHEMANTICS IRONBOURNE
  328. GEOCHEMANTICS - IRONBOURNE
  329.  
  330. Syntax: FUMES EXPEL ALL
  331. Power: 3
  332. Tank fumes: 1 ferrous
  333. 1 chemical
  334. 1 toxic
  335. 1 taint
  336.  
  337. You have mastered your iron tanks and can expel all four fumes at once.
  338.  
  339. AB GEOCHEMANTICS NOZZLE
  340. GEOCHEMANTICS - NOZZLE
  341.  
  342. Syntax: MAGNUM CRAFT NOZZLE
  343. MAGNUM ANNIHILATE <target> [<direction>]
  344. Power: 10 (Megalith of Doom)
  345. Outlay: 25 iron
  346. Tank fumes: 100 taint (to craft)
  347. 1 taint (to annihilate)
  348. Damage Type: 100% excorable
  349. Damage Source: Magical
  350.  
  351. You design a nozzle for the dreaded magnum blastworks, refining and
  352. concentrating the blast while infusing it with the power of the taint to
  353. produce pure excorable annihilation. Each use of annihilate will consume
  354. one taint fume from your iron tanks.
  355.  
  356. AB GEOCHEMANTICS FILTHPUMP
  357. GEOCHEMANTICS - FILTHPUMP
  358.  
  359. Syntax: IMPLANT FILTH PUMP
  360. Outlay: 50 iron
  361. Tank fumes: 100 toxic
  362. 100 taint
  363.  
  364. Construct the filth pump and implant it within your abdomen to harness
  365. the natural, putrid contents of your body. The filth pump has a chance
  366. to spew at an attacker, causing rigormortis. The filth pump will break
  367. down and catch fire after fifty Lusternian months.
  368.  
  369. AB GEOCHEMANTICS CRANIALIMPLANT
  370. GEOCHEMANTICS - CRANIALIMPLANT
  371.  
  372. Syntax: IMPLANT CRANIAL IMPLANT
  373. Outlay: 50 iron
  374. Tank fumes: 100 chemical
  375. 100 taint
  376.  
  377. Form and temper a cranial plate with your chemical and taint fumes,
  378. replacing a part of your skull. The cranial plate has a chance to cause
  379. sensitivity in an attacker. The cranial implant will splinter and
  380. shatter after fifty Lusternian months.
  381.  
  382. AB GEOCHEMANTICS TAINTBOMB
  383. GEOCHEMANTICS - TAINTBOMB
  384.  
  385. Syntax: FUMES REACTIVE TAINT BOMB
  386. Power: 10 (Megalith of Doom)
  387. Expelled fumes: ferrous
  388. chemical
  389. toxic
  390. taint
  391. Damage Type: 33% asphyxiation 33% poison 33% cutting
  392. Damage Source: Magical
  393.  
  394. The taint bomb is the ultimate weapon of the Geochemancer, combining all
  395. your fumes into a powerful explosion powered by the taint itself. The
  396. taint bomb will cause damage to any enemies within range of it as they
  397. are overcome by its raw power. It will cause additional damage and stun
  398. based on the number of these afflictions its target has: asthma, pox,
  399. sensitivity, rigormortis, or paranoia.
  400.  
  401. AB GEOCHEMANTICS CONTAMINATION
  402. GEOCHEMANTICS - CONTAMINATION
  403.  
  404. Syntax: FUMES EXPEL CONTAMINATION
  405. Power: 5 (Megalith of Doom)
  406. Tank fumes: 10 ferrous
  407. 10 chemical
  408. 10 toxic
  409. 10 taint
  410.  
  411. Expel all four fumes from your iron tanks in a sudden exhaust to form
  412. the contamination. The contamination works to negate protections from
  413. asphyxiation damage as the thick, greasy cloud cannot be stopped. Those
  414. who attempt to control their breathing to avoid asphyxiation will find
  415. the necessary large breath to be extremely painful. Finally, any
  416. asphyxiation damage will also produce bleeding and contagion as the
  417. contamination fumes seep into the lungs and rupture alveoli. The effects
  418. of the contamination will weaken over time and will fade away completely
  419. after a Lusternian day.
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