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Class record

Venomancer

Controller

Tier
2
Difficulty
2 / 5
Main role
Controller
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Alchemist, Culinarian, Cultivator, Farmer, Forager, Maid, Pierrot, Rogue, Ranger or Mycomancer mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Athletics, Stealth, Deception, Roguecraft, Medicine, Survival or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Cunning.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Focus.
  8. Level 8Ultimate ability

Identity & lore

Class overview

“I’m always cleaning up messes,” Selle complained, gesturing toward the scattered papers, books, and broken chairs. A few drops of dense liquid dropped from the tip of one of her fingers and landed on a wrinkled piece of paper. The mana dense liquid sizzled on contact, quickly burning a hole through the thin material and continued to bubble as it slowly scorched a divot into the wooden floor.

“Go here, Selle. Remove the complication, Selle. They saw too much, Selle. Wi Vaniin’s are supposed to make sure things stay quiet, Selle.” She flicked her wrist and snapped her fingers. The man that had been trying to sneak his way out the door dropped to the ground in a clatter, gasping and clutching at his throat, the venom in his system resonating with her mana and seizing his muscles. She glanced at him to make sure he stopped twitching before turning back to her captive audience of one. The goblin struggled against his bonds, rocking the chair she had bound him to. 

“Look, neither one of us want me to be here,” she said, reaching out to steady him so he’d stop making that irritating clomping noise with the chair. “But you got yourself some really sensitive information and I need you to tell me--”

A glint of something behind the terrified goblin caught her eye and she only realized she’d thrown him aside after she had shakily lifted a framed picture from his messy desk. Those eyes. The smile. The hat. The signature!

“--where did you get this?!”

The goblin grunted something high pitched through his gag.

“This is a First Edition Signed Camielelieananu Portrait! Only fifty of these exist in the world! They were a unique promotional item handed out to the first buyers of her Fundamentals of Alchemy book!”

Selle clutched the portrait gently to her chest and turned with wide, frantic eyes to her captive. All thoughts of recovering the Wi Vanian research data for Endo completely forgotten.

“Did you meet her? Did she sign your book? DID SHE SHAKE YOUR HAND?!”

The sounds of crashing and muffled screaming continued from the isolated workshop escalated as Selle began a renewed hunt for something precious. That book had to be here!

Tactical guidance

Playing Venomancer

The Venomancer is a controller whose main goal is to be annoying with poison.

Toxic Blast inflicts a weak poison that doesn't do much damage, but takes relatively high amount of AP to remove. It's also on hit and doesn't provoke, so you're safe to use it in melee. Most enemies won't want to spend the time to remove it.

If they don't, you can hit them with Catalyze to weaker their defenses for your allies. It also opens them up for a crippling poison. The slow can be nice, but the main benefit of crippling poison is the ability to shut down abilities with a fixed distance such as Spirit Jump or Photon Line.

Poison Spray is another way of inflicting Poison to open multiple enemies up for your abilities. If needed, you can also use it against single enemies due to Toxic Blast not being rapid and this class being reliant on having a poison active 

Resistant Venom is a simple passive ability that makes it more annoying for others to get rid of your poison.

Venomancer

Class features

Abilities unlocked

Complete rules for every ability granted by Venomancer.

2 AP1 MP
Range
30ft
Keywords
Poison,Safe,Toxic,Blanketing

You make a Light attack against all targets in a 60ft wide, 30ft long cone. On damage, you inflict the enemy with Toxic, making them take 1d6 full pierce Poison damage at the start of their turn until they spend 2 AP to remove the poison effect.

Ability

Catalyze

1 AP1 MP
Range
40ft
Keywords
Poison,Circuit,Stagger,Sunder

The target must succeed at a Save. On failure, you inflict Stagger II or Sunder II until the end of your next turn.

Requirements

Target is afflicted with your Toxic.

0 RP1 MP
Range
40ft
Keywords
Poison,Slow

You slow the target for their movement. 

Overcharge: You may spend 1 additional mana to make it affect a movement not reliant on movement speed, something that moves a fixed distance. The distance moved with that is halved. If that movement had an attack attached that now cannot be made, the ability is NOT refunded.

Requirements

Target suffering from your Toxic takes a movement action.