Chemists are a possible evolution of Infected Scientists, belonging in the Evolved tier.
Spawning
Spawned when a Tank Infected Scientist variant gets an evolution point by killing a mob and its evolution timer begins. If the evolution succeeds, they will become a Chemist.
Spawn naturally in laboratory structures (Military Camp, Hospital, Permafrost Mining Outpost, and Groundzero structures.)
Spawns in groups of 2 - 3 with a spawn weight of 30.
Unique Behavior
Sets entities on fire for 10 seconds when dealing melee damage, making an ignite sound and a few flame particles.
Whenever hit by an entity, it has a 20% chance for its tank to start leaking gas, indicated by an effusion sound and particles escaping the tank. After 3 seconds, it will explode. It blows up with a blast strength of 2.5 and leaves fire in a 7 block area.
Chemists are immune to negative effects.
Chemists have a custom death message that occurs 30% of the time, being "<player> was disemboweled by Chemist".
The Chemist has four variants, with a 20% chance per variant including the regular Chemist.
Mechanic Chemists will rapidly fire corpse tar projectiles every second that deal 2 damage (x1 heart) and inflict Ignitable I for 10 seconds. Upon these projectiles hitting an entity or block, a cluster of Tar Pools will be placed in a 4x4 block area of where it landed.
Pyro Chemists will rapidly fire ignited corpse tar projectiles every second that deal 2 damage (x1 heart) and set the target on fire for 10 seconds. Upon these projectiles hitting an entity or block, a cluster of fire will be placed in a 4x4 block area of where it landed. Additionally, when Pyro Chemists shoot these projectiles, there's a 50% chance an acid ball projectiles is also shot. These projectiles deal 1 damage (x0.5 hearts) and inflict Corrosion I for 15 seconds. The amplifier increases by 1 for the target per instance of getting hit by additional acid ball projectiles (assuming it already has Corrosion); this has no cap. Upon these projectiles hitting a block, an Acid Pool will be placed. Pyro Chemists are also immune to fire damage and will actively attempt to extinguish any Spore Mobs that are on fire within an 8x4x8 block range of a Pyro Chemist. They attempt to do this every 10 seconds.
Ember Chemists, when having a target, will set target-able entities within a dynamic range on fire for 2 seconds. The range increases per tick and the amount increased is calculated by the following equation: [current tick] / 4. This has a cap of 40 ticks (2 seconds) and 10 block range. If an Ember Chemist loses its target, its range will shrink at the same rate it grows.
Spreader Chemists, upon being hit, will produce a burst of soul, mycelium, and spore particles. This burst grants Fire Resistance for 30 seconds to all Spore Mobs in an 8 block range. Additionally, target-able entities will be given Mycelium Infection II for 20 seconds and Weakness I for 30 seconds (can be prevented via a Gas Mask). Spreader Chemists lack the ability to explode upon being hit.
Behavior
Chemists are melee combatants, attacking mobs with Infected forms, golems, and most hostile mobs.
Chemists inflict Mycelium Infection for 30 seconds when dealing melee damage.
Has a follow range of 32 blocks.
Chemists have a 5% chance to drop a Scent upon death.
When killed, have a chance to place a small short-lived Mycelium Infection area effect cloud.
Chemists will attempt to group together in hordes with other Evolved.
Infected will follow Chemists, who themselves will follow Hyper Evolved and Calamities.
Can perform low leaps/dashes to chase prey quickly through water.
Able to use kill points to give themselves buffs, such as strength or speed if the target is running away. They can also give themselves regeneration if they are low on health.
Capable of breaking glass and leaves.
Have a damage cap of 1/3 of their health on hard mode.
Present a weakness to the cold, like all spore mobs.
Related Advancements
Drops
Lore
From the two extraction tubes on its head, it takes in carbon and hydrogen directly from the air to create butane gas. When hitting its facial tentacles with flint ends together, the Chemist is capable of igniting targets in close encounters.
The tentacles replacing its left hand are designed for grabbing targets to hold them in place while the Chemist ignites them.
Chemist
Statistics
HP: 30 (x15 hearts)
Armor: 3 (x1.5 bars)
Damage: 7 (x3.5 hearts)
ID: spore:chemist
Threat Level: Medium-High
Trivia
The Mechanic Chemist variant is a suggested mob, coming from the mind of @bigxplosion in the Spore Asylum Discord server.
The Pyro Chemist variant is a suggested mob, coming from the minds of @slasherwolf_ and @tarryskies in the Spore Asylum Discord server.
The Burst Chemist variant is a suggested mob, coming from the mind of @blu_gy in the Spore Asylum Discord server.
The Nether Chemist variant is a suggested mob, coming from the mind of @minisketchy0919 in the Spore Asylum Discord server.
The Chemist is a suggested mob, coming from the mind of @flesh_born in the Spore Asylum Discord server.
The Chemist was referred to as an "anti-TFTH unit" when it was first conceptualized. This is because at the time it was suggested, the infection mod The Flesh That Hates received its revamp update, causing it to beat Spore strength-wise, upsetting the Spore mod's creator.
Chemists were originally designed to be paired with a variant of Spore mobs called 'Frozen', caused by exposure to a CDU. The Chemist would've unfreezed them. This was scrapped for not fitting in the mod.
Concept art of the Conductor was used for the model of the Chemist (notably the tentacles protruding from its left arm and the blood leaking from its gas mask). The modeler was having a hard time figuring out what to put on the Chemist.
Despite being barely visible in-game, the Chemist has a face under its mask (unlike the Infected Scientist's hazmat variants).
The Burst Chemist variant's texture has a smile hidden in its face between the face layer and head layer.
Nether Chemist variants are inspired by Nether Spreaders from Minecraft Legends.
Gallery
The Mechanic Chemist variant
The Pyro Chemist variant
The Ember Chemist variant
The Spreader Chemist variant
A Chemist lighting a Pillager on fire and infecting it.
Concept art of the Conductor used for the Chemist (made by @slasherwolf_).
A concept model of the Chemist to demonstrate its flint tentacles.
A picture posted in the Discord server teasing the Chemist before it was released.
Getting the Chemist's explosion to work in-game.
Getting the Chemist variants to render in-game.