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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.
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.
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 Chemist is a suggested mob, coming from the mind of @flesh_born in the Spore Asylum Discord server.
Despite being barely visible in-game, the Chemist has a face under its mask (unlike the Infected Scientist's hazmat variants).
Concept art of the Conductor (a planned Infected Scientist evolution) 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.
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.
The Chemist was referred to as an "anti-TFTH unit". 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.
Gallery
Getting the Chemist's explosion to work in-game.
A concept model of the Chemist to demonstrate its flint tentacles.
Concept art of the Conductor used for the Chemist (made by @slasherwolf_)
A picture posted in the Discord server teasing the Chemist before it was released.