Pyromancer

From the Fear Nightfall wiki · Iron's Spells 'n Spellbooks
Pyromancer
Pyromancer
ModIron's Spells 'n Spellbooks
TypeHostile
Health60 ♥×30
Attack damage3
Speed0.25
Follow range24
Size0.6 × 1.8 blocks
XP dropped25
CategoryMonster
IDirons_spellbooks:pyromancer

The Pyromancer is a neutral spellcasting merchant added by Iron's Spells 'n Spellbooks. It is the fire-school counterpart of the Cryomancer: it stands 1.8 blocks tall, has 60 health (30 hearts), and belongs to the monster category. It trades in ink and fire-school Scrolls. It stays peaceful until a player attacks it or breaks or loots a container it guards. Once angry, it casts fire spells at range and is immune to fire damage.

Pyromancers appear in the Pyromancer Tower, where they act as the tower's guards. The Pyromancer is a fixed fight rather than a threat tied to a time of day or a biome.

Spawning

A Pyromancer has no natural spawn entries in any biome. The Pyromancer Tower structure places one in its basement. Outside the tower, it is created with the Pyromancer Spawn Egg, which stacks to 64, or with the /summon command.

The Pyromancer Tower uses random-spread placement with a spacing of 85 chunks and a minimum separation of 50 chunks. Its biome tags are hills, forests, plains and swamps. Fear Nightfall also places many structures that were limited to vanilla biomes in matching modded biomes, which can extend where the tower is found. The Finding Structures and Biomes page lists the biomes the pack uses.

Does not spawn naturally in any biome (see Obtaining/Spawning text).

Behavior

The Pyromancer is a NeutralWizard. It does not attack players by default, and it is a merchant that opens its trade screen when a player right-clicks it. It moves at speed 0.25 and follows targets from up to 24 blocks away. Its melee attack deals 3 damage with no knockback, so it prefers to cast from range. It wears a Pyromancer Helmet and a Pyromancer Chestplate from School Armor Sets when it spawns. Neither piece is dropped on death.

Anger and hostility

Anger is tracked for each player separately, up to a maximum of 10. Each hit a player lands adds anger equal to the damage dealt, rounded up. A Pyromancer becomes hostile to a player when that player's anger reaches 2. A single hit of 2 or more damage is enough, and two hits of 1 damage also reach the threshold. Once hostile, it stays angry for a persistent anger timer of 20 to 39 seconds. Anger decreases by 1 for every 20 seconds without a new trigger. Players in creative mode never anger it.

Guarded containers also anger nearby wizards. The guarded blocks are chests and barrels. Breaking one within 16 blocks of a Pyromancer adds 3 anger, which makes it hostile at once. Opening a chest or barrel that still has a loot table adds 1 anger, so a player must open two such containers before the Pyromancer turns hostile. Containers that have already been looted do not count.

While it is angry, it does not offer trades.

Trading

A Pyromancer's stock is generated the first time a player opens its trade screen. It always includes up to three filler offers drawn from candles, fire charges, lanterns, honey bottles, blaze rods and a bundle of firework rockets. Each Common, Uncommon and Rare ink has a 25 percent chance of being offered. One fire-school scroll offer is always included, and two more are added with an 80 percent chance each, one with a higher quality range than the other. Fire Ale is also traded. Two fixed offers are a furled map to the Mangrove Hut for 24 emeralds and a Fire Rune for 4 chained books.

Combat

  • Attack casts: Attack spells are chosen from a list in which Firebolt appears three times out of five entries. The other two entries are Fire Breath and Blaze Storm. The Pyromancer casts an attack every 25 to 50 ticks.
  • Burning Dash: It uses Burning Dash as a movement spell to close distance or reposition.
  • Magma Bomb: It casts one Magma Bomb as a single-use spell at spell level 4 to 6. The cast happens after a delay of 80 to 200 ticks.
  • Potions: It drinks potions during combat.
  • Patrol: When it is not fighting, it patrols near its position.

Spell damage scales with the caster's spell power. Firebolt deals 0.5 times spell power as damage and sets the target on fire for 60 ticks. Fire Breath deals 1 plus 0.75 times spell power. Blaze Storm deals 0.4 times spell power per fireball, with a 40-tick fire duration. Magma Bomb deals 1 plus 0.1 times spell power. These values come from the spell code.

Drops

A Pyromancer always drops the following items on death:

  • 0 to 8 Arcane Essence, with up to 1 extra per level of Looting.
  • 1 scroll from the fire school, with a quality between 0.25 and 0.85.
  • 1 to 3 rolls on the mod's good-ink loot table, which can drop ink.

The Pyromancer's helmet and chestplate are never dropped.

Chests and barrels in the Pyromancer Tower hold their own loot, including fire-school scrolls, Fire Ale, Arcane Essence and a burnt chest that holds an affinity ring.

ItemAmountConditions
Arcane Essencex0.0-8.0 +looting bonus
Scroll
irons_spellbooks:magic_items/good_ink

Tips

  • The Pyromancer is immune to fire, so fire-based attacks do nothing against it. Use other damage types or weapons.
  • Firebolt sets its target on fire, so keep away from flammable terrain when fighting it at close range.
  • Trade before breaking or looting any container near it. A single broken chest is enough to make it hostile.
  • Anger decreases by 1 every 20 seconds, so a player who stays away from the Pyromancer and its containers for a while can calm it down.