About this mod
Pyromancy is the art of casting fire.
Produce flame, then channel it; just as our ancestors did.
A pyromancer must be in tune with nature herself.
- Requirements
- Permissions and credits
Adds an upgradeable Pyromancy Flame and 8 spells to use to the Mojave. Once a spell has been collected you have a limited amount of uses but they reset when you sleep.
Features:
The Pyromancy Flame can be found in the graveyard in Goodsprings, spells can be found around the Mojave.
The Pyromancy Flame doesn't scale with anything but can be upgraded to +15 at a workbench. At +15 you can upgrade it into an Ascended Pyromancy Flame, which has 5 more upgrades. Currently this is done at a workbench as long as you are level 30 or higher but I plan on changing this.
Upgrading is done with caps, it'll cost around 340,500 to get it to the most powerful version.
Spell effects and charge amounts:
- Fireball: Starting spell, throw a ball of fire at enemies - 8 uses.
- Combustion: A close range explosion of fire. - 16 uses.
- Fire Orb: A stronger fire ball. - 6 uses.
- Fire surge: a short stream of fire, low damage. - 20 uses.
- Great Fireball: Like Fireball, but Great. - 4 uses.
- Acid Surge: Throw acid at an enemy deals low damage but damages equipped weapons and armor. - 3 uses.
- Great Chaos Fireball: An explosive version of Great Fireball. - 3 uses.
- Great Combustion: Like Combustion, but Great. - 8 uses.
Spell Locations:
- Fireball: Starting Spell
- Combustion: Scorpion Gulch
- Fire Orb: Cassidy Caravans Wreckage
- Fire Surge: Ivanpah Race Track
- Great Fireball: Near Cook-Cook
- Acid Surge: Ant Mound
- Great Chaos Fireball: Couriers Mile
- Great Combustion: Black Mountain
A note:
Just because you can control fire, doesn't mean you're immune from it; Fire hot, be careful
Requirements:
kNVSE. All the NVSE stuff smarter modders than me recommend.
Installation:
Just use MO2.
Permissions:
Do whatever you want, credit would be appreciated though.