Specializations/Tinkerer
Tinkerer
The wrench is the mind, body, and soul, of the blade
ChainTorquecap 6
| Spell | Generates |
|---|---|
| Percussive Maintenance | 2 Torque |
| Wrench Throw | 1 Torque each |
| Spell | Consumes |
|---|---|
| Jury-Rig | 2 Torque |
| Overtighten | 3 Torque |
| Field Refit | 4 Torque |
| Full Torque | all 6 Torque |
Spells
| Spell | Tags | Consumes | k | Floor |
|---|---|---|---|---|
| Deploy Turret | — | — | — | |
|
Place an automated gun that acquires and fires at enemies on its own. Counts as a deployable; past 4 owned, all of yours take deployable diminishing returns. At most 2 turrets at once. | ||||
| Percussive Maintenance | — | — | — | |
|
Strike any player's deployable to repair, reload and temporarily overclock it. Generates 2 Torque. Cap 6. A repeat service refreshes the overclock rather than deepening it. | ||||
| Wrench Throw | — | 0.35 | 40% | |
|
Throw the wrench on a straight out-and-back line, damaging enemies on both legs. Passing through a deployable of your own repairs it and generates 1 Torque; each enemy struck generates 1 Torque. 3 Torque per throw, combined. No servicing while it is airborne.
| ||||
| Jury-Rig | 2 Torque | — | — | |
|
Slap together an emergency absorb pool of scrap, a stated flat amount paying into the recipient's Mitigation budget, that degrades rapidly. | ||||
| Overtighten | 3 Torque | — | — | |
|
Treat an enemy like a badly-adjusted machine: a slow, and a stated flat increase in the damage it takes from deployable sources, paid into the delivery-keyed Vulnerability bucket. 2 per caster, 4 party-wide. | ||||
| Field Refit | 4 Torque | — | — | |
|
Service an ally's gear: their weapon gains a stated flat damage bonus and a stated attack-speed bonus for a duration. 1 refitted ally per caster, 4 party-wide. | ||||
| Full Torque | all 6 Torque | — | — | |
|
Consumes your entire Torque bank. A wound-up spinning wrench strike on one target, damage scaling per point consumed. Best at 6. | ||||
| Coolant Vent | — | — | — | |
|
A deployable that vents coolant into a zone, applying a slow to everything inside and preventing airborne approach over it. Past 4 owned, all of yours take deployable diminishing returns. 1 vent per caster, 3 party-wide. | ||||
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.