Update 1.0.119 · Class rework ·
SramThe Venom Architect · Update 1.0.119
The Sram is reworked: 28 spells on two paths. Spread Virulence with Agility, or mark your prey with traps and finish it with Strength. Every Sram gets a free spell-point reset.
- Mark themEvery trap an enemy triggers gives it a Deathmark: +5% damage from you, up to 3.
- Poison themVirulence stacks to 5 and spreads from enemy to enemy.
- Finish themA Condemned enemy bursts on your next trap.
- 28spells
- 8new spells
- 2paths
- 5Virulence stacks
- 3Deathmarks
- 1free reset
The new passive
Death's Design
Your traps mark your prey. Three marks and it is Condemned: your next damaging trap ends it.
Trigger
An enemy that triggers one of your traps gains 1 Deathmark (Miasma Trap marks every enemy it hits).
Amplify
Each mark: +5% damage from you against that enemy, up to +15%.
Condemn
At 3 marks the enemy is Condemned: a skull over it shows your team.
Burst
Its next damaging trap adds a burst of 8% of its missing HP (at most 15% of its max HP, less on bosses).
One burst per enemy between two of its turns, whatever the number of Srams. The burst is Neutral, ignores your Power and is absorbed by shields.
Agility
Virulence, the spreading poison
Up to 5 stacks per enemy, one Air tick at the start of each of its turns. Contagion, Pandemic, Septic Rupture, Corpse Bloom and the poison traps spread it from enemy to enemy.
- Stacks
- at most 5 per enemy, all Srams together; they last 3 of its turns, refreshed by every new application
- Tick
- one Air tick per turn: per stack 1-2 at rank 1 up to 4-5 at rank 6, with your Agility and Power
- Spread
- only through the spells that say so; a spread never starts another spread
- Shields
- ticks are absorbed by shields and never reveal you
Strength
Smarter traps
Traps now stop movement on the cell where they trigger, walking or pushed. Jagged, Repelling and Paralyzing Traps watch a cross around them, and your team sees it.
- 6 armed traps at most (4 against players), 2 of the same kind (Repelling 2, Paralyzing 1); a trap beyond the limit is refused without spending AP.
- Traps last 3 of your turns.
- False Step sets off your trap next to an enemy, but never on a player character.
- All the bonus damage from marks, executions and Chakra Concentration is capped at +40% per hit.
The spell book
28 spells, 8 of them new
You start with Venomous Strike; the other spells unlock up to level 170, and rank 6 comes 100 levels later (level 190 at most). Select a spell to see all its ranks on the Classes page.
Levels 1 to 30 The basics
- · Venomous Strike · Air strike that applies Virulence. At rank 6, an enemy that already has 3 or more Virulence receives 2 stacks.
- · Deviousness · Reliable ranged Earth damage. Rank 6 reaches 8 cells.
- · Invisibility · You become invisible. Direct damage reveals you; your poisons and traps do not. At rank 6 you gain +1 MP while invisible.
- · Tricky Blow · Neutral melee hit, then pushes the target away from you (into your traps). At rank 6 the push is 2 cells.
- · Double · Summons a Double that blocks its cell and does not attack. Only one Double at a time. At rank 6 it pushes adjacent enemies 1 cell when summoned.
- · Infected Blade · Melee Air strike that applies 2 Virulence. At rank 6 it also gives 1 Virulence to every other enemy next to the target (no damage).
- · Fear · Pushes an enemy in line away from you, cell by cell; it stops on the first armed trap it enters, which triggers. No collision damage.
Levels 35 to 75 Traps and spreads
- · Toxic Trap · Sets an armed trap (hidden from enemies). The enemy that triggers it takes Air damage and 2 Virulence, and gains a Deathmark. At rank 6 it hits every enemy in a cross around the trap.
- · Executioner's Cut · Melee Earth finisher: +damage per Deathmark on the target; on a Condemned target a % damage bonus instead. At rank 6, killing a target Condemned at cast start gives back 1 AP once per turn.
- · Location · Reveals the invisible enemies and armed traps around you to your team.
- · Repelling Trap · Proximity trap with no damage: the first enemy entering the cross around it is pushed away from the trap and gains a Deathmark.
- · Mass Trap · Sets an armed trap. When triggered, every enemy in the area takes Earth damage; only the triggerer gains a Deathmark. At rank 6 the area grows to 2 cells with a 70% outer ring.
- · Plague Cloud · Air cloud on a cell: every enemy in the cross takes Air damage and 1 Virulence. Allies are unaffected.
- · Con · Air damage and -1 Range for 1 turn (refreshed, not stacked). At rank 6 the Range loss also hits the enemies next to the target.
- · Contagion · Spread: every other enemy around an enemy carrying Virulence gains up to 2 of its stacks. The target keeps its stacks. No damage.
- · Jagged Trap · Proximity trap: an enemy entering the trap cell or the cross around it takes Earth damage, is pulled toward the trap and gains a Deathmark.
Levels 80 to 130 Control and combos
- · Paralyzing Trap · Proximity trap: when an enemy enters the cross around it, every enemy in that cross loses MP (dodgeable). The triggerer gains a Deathmark.
- · Ambush · Earth damage, with bonus damage when the target stands near one of your armed traps. It never triggers the trap.
- · Invisibility of Others · Makes another allied character invisible (not a summon). At rank 6 the ally gains +1 MP while invisible.
- · Miasma Trap · Sets an armed trap. When triggered, every enemy in a circle takes Air damage, 2 Virulence (+1 if already poisoned) and exactly 1 Deathmark.
- · Chain Trap · Sets an armed trap: the triggerer takes Earth damage, then one other trap of yours nearby triggers on the same enemy (never another Chain Trap).
- · Chakra Concentration · Your triggered traps deal more damage for a short time. At rank 6 your trap pushes and pulls move 1 extra cell.
- · Corpse Bloom · Corpse Bloom stance: while it lasts, an enemy (not a summon) dying with 3 or more of your Virulence gives 2 Virulence to the enemies around it. Once between two of your turns.
- · False Step · Forced trigger: your nearest armed trap within 1 cell of the target enemy triggers as if it walked in. The trap must be placed before this turn. Never on player characters.
Levels 140 to 170 The finishers
- · Septic Rupture · Consumes all Virulence of an infected enemy for Air damage plus a bonus per stack consumed. At rank 6, consuming 5 stacks spreads 2 Virulence to the enemies within 2 cells.
- · Lethal Attack · Heavy Earth damage. At rank 6 it reaches 2 cells and deals +10% damage to an enemy at 25% HP or less.
- · Pandemic · Spread in an area: every enemy that carried Virulence spreads 1 stack (2 from a 5-stack enemy at rank 6) to the other enemies within 2 cells of it, at most 2 per enemy.
- · Lethal Trap · Sets an armed trap: heavy Earth damage to the triggerer, more if it was Condemned. At rank 6 the other enemies next to the trap take half the base damage.
For every Sram
A free spell-point reset
At your first login after the update, every spell point you spent on Sram spells is refunded and you get the spells of your level back at rank 1. Spells that kept their place stay on your shortcut bar. Trigger Happy, the temple's special spell, is unchanged and never removed.
- Every spell point spent on Sram spells is refunded.
- You get the spells of your level back at rank 1.
- Spells that kept their id keep their place on your shortcut bar; the new spells go into free slots.
- A one-time message confirms it. Characters that are offline are reset at their next login.
Spend your points again in the Spells window. The Sram Dopeul summon uses the new kit too, and the in-game Knowledge Base article Sram (the "?" button) explains the passive, Virulence, both paths, the traps and the limits.
Questions
FAQ
Do I need to download the game again?
The launcher updates your client automatically the next time you open it. Nothing to reinstall.
Do I lose my spell points?
No. Every point spent on Sram spells is refunded once, at your first login after the update.
What happened to Trigger Happy?
Nothing: it stays the Sram temple's special spell and is not part of the 28.
Can my traps be seen?
Your traps stay hidden from the enemy team; your team sees them and their trigger zones.
Ready to set the trap?
Open the launcher, let it update, and spend your refunded points.





































