Specializations/Naturalist

Naturalist

The book is annotated in bark-script. Apothecarian delight in every measure.

Top tags ground · buff · burst

Chain

None. Naturalist runs no resource: nothing to generate, nothing to consume.

Spells

Spell Tags Consumes k Floor
Decant
  • ground
  • burst
one active combination 0.45 30%

Pour a measure onto ground that already carries a reagent product. It consumes that combination and re-resolves the product immediately, at concentrated potency in a smaller radius. On bare ground it is an ordinary Volatile flask.

n = enemies caught

Flask Toss
  • ground
  • clear
0.62 20%

Hurl a prepared potion. It shatters and does what it was brewed to do. Carries the Volatile reagent category. Steep falloff.

n = enemies caught

Vapors
  • zone
  • control
0.35 40%

A lingering cloud of gas that clings to the ground and to anything walking through it, carrying the effect out of the cloud. Carries the Green reagent category. 2 clouds per caster, 6 party-wide.

n = enemies inside

Tincture
  • ground
  • sustain
0.23 55%

A flask brewed for people rather than at them. Allies standing in the residue heal over time and gain a cleanse of one debuff. Carries the Bitter reagent category. Up to 5 allies.

n = allies inside

Undiluted
  • projectile
  • burst

The whole bottle into one enemy, unbroken and unspread. No area, no residue, and no reagent category. It cannot combine with anything.

Catalyst
  • rider
  • economy

Your next flask is thrown at double area and potency, before any combination is evaluated. That flask counts as both its own reagent category and whichever it lands on, so one throw can complete a reagent product. 1 catalyst held.

Brew
  • buff
  • support

Cast only during the breather. Chat votes on a reagent category. Your next thrown flask carries it, whatever spell throws it, re-arming on a stated cadence all wave. The party gains a stated minor bonus.

Annotated
  • buff
  • economy

Study an enemy type. For the rest of the run you deal permanently increased damage to every enemy of that kind, and allies gain a smaller portion of the same bonus. 4 types studied party-wide; a fifth replaces the oldest.

Falloff: per-target damage × n^-k down to Floor, where n is targets hit. k = 0 is no falloff, and is a spell that states none.

Reference table

Product Made from Effect Cap Falloff
Detonation Volatile + Volatile One large instant blast at the midpoint, no residue damage × n^-0.40, floor 35%
Firedamp Volatile + Green A creeping burning cloud that drifts toward the nearest crowd 2 party-wide tick damage × n^-0.28, floor 50%
Cautery Volatile + Bitter A scorched ring: enemies crossing it take a flat hit and cannot be healed for a duration 2 party-wide flat, capped at 8 enemies
Miasma Green + Green A wide slow-and-blind field, low damage 2 party-wide tick damage × n^-0.62, floor 20%
Poultice Green + Bitter Restorative to allies inside and toxic to enemies inside, simultaneously 1 party-wide, 5 allies healing × n^-0.23, floor 55%; harm × n^-0.48, floor 30%
Draught Bitter + Bitter A concentrated dose: one ally inside gains a stated flat damage and resistance bonus for a fixed number of hits; the resistance half pays into that ally's Mitigation budget 1 party-wide single ally