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New Class "Tinkerer"

Tinkerer

Races: Gnome, Elf, Drow, H-Elf, Human, Faerie, Avian

Align: Any

Anything created by a Tinkerer, modified, or Enhanced by a Tinkerer is only wearable and useable by a Tinkerer. Anything created by a Tinkerer rots on death, any enhancements and modifications rot on death leaving the item in it's original state.

Note: All modified/enhanced items become rare. Once an Item is modified or enhanced it cannot be modified or enhanced in a different way.

Skills:

1: Sword, Dagger, Mace, Spear, Axe, Parry, Scrolls

4: Shield block

6: Kick

7: Hand to Hand

8: Second Attack

10: Enhanced Damage

11: Haggle

12: Fast Healing

13: Dodge

15: Meditation

18: Dual wield

20: Examine

22: Modify Armor

23: Modify Weapon

25: Enhance Boots

27: Enhance Gloves

28: Throw Grenade, Detonate

30: Enhance Belt

33: Enhance Shield

34: Enhance Weapon

35: Mechanical Pet

37: Wrist Shooter, Darts

40: Enhance Helm

43: Enhance Cloak

47: Launcher, Missiles

50: Artifact

Spells:

15: Detect Invisibility

20: Locate Object

25: Detect Magic

30: Thunder Storm

35: Control Weather

Modify Armor

Syntax: modify strengthen, reflect, resist.

Any piece or armor may be modified once in one of three ways. Strengthening armor increases it's defensive properties, adding reflectors makes it tougher against afflictive magic, and resisters help against maladictive magic. Any modified armor becomes rare (if not already). The modification improves with the Tinkerers level and proficiency. The Tinkerer cannot fail in his attempt to modify armor, but it is time consuming and can only be done once.

Modify Weapon

Syntax: modify lighter, heavier.

Any weapon can be modified to become heavier or lighter. A lighter weapon is easier to use and thus becomes easier to hit with, a heavier weapon tends to hurt more when it makes contact. Any modified weapon becomes rare (if not already). The modification improves with the Tinkerers level and proficiency. The tinkerer cannot fail to modify a weapon, but it is time consuming and can only be done once.

Enhance Boots

Syntax: enhance boots

A tinkerer can cleverly place small blades into the tips of his boots to make his kicks that much nastier. When an opponent is hit with a bladed kick one of two things may happen. A kick that lands below the head can cause a harmful wound that will drip blood for a short time. A kick that manages to hit the enemies head can wound the eyes causing short term blindness. This enhancement will render the boots rare (if not already). The Tinkerer cannot fail to add blades to his boots but it is quite time consuming.

Enhance Gloves

Syntax: enhance gloves

A tinkerer can enhance his gloves to give him a performance boost in combat. With a pair of enhanced gloves the Tinkerer has a strengthened grip on any weapons he wields and delivers slightly more powerful strikes. This enhancement renders the gloves rare (if not already). The Tinkerer cannot fail to enhance his gloves but it is quite time consuming.

Throw Grenade

Syntax: throw sticky, proxy, timed

A Tinkerer always has a few ready made grenades on his person and can throw them at an enemy in the room with him. A proximity grenade will blow up as soon as it contacts the enemy inflicting significant damage. A sticky grenade will adhere itself to the enemy and detonate several hours later. A timed grenade is thrown without a target thus placing it in the room, it can be detonated at will hitting everyone in the room inculding the Tinkerer if he stays to see it go off. Only one timed grenade can be used at a time, and only one sticky grenade can adhere to an enemy at once however regular grenades can be thrown regardless of the presence of a sticky and/or timed grenade.

Enhance Belt

Syntax: enhance belt

A Tinkerer can reinforce his belt with many pouches, making it a handy storage device. The belt can hold quite a few items and it reduces their weight for added convenience. Since the Tinkerer keeps his most valued items in there, the belt also is made burnproof. A Tinkerer cannot fail to enhance his belt but it is quite time consuming. The belt becomes rare (if not already).

Enhance Shield

Syntax: enhance shield reinforce, expand, bind

A Tinkerer can modify his shield to help him in various situations. By reinforcing the shield it will greatly increase its durability making it indestructable as well as adding significant armor protection to it's wielder. By expanding a shield the Tinkerer can nearly double it's surface area giving him a large bonus to his shield blocking ability while also enabling him to block incoming projectiles. A shield that has been bound will not leave the hand of the Tinkerer wielding it. A shield can only be enhanced in one way and though the Tinkerer will not fail to do so it will take quite some time. The shield also becomes rare (if not already).

Enhance Weapon

Syntax: enhance weapon sharpen, infuse, calibrate

A Tinkerer can enhance his weapons, giving them additional properties to aid him in combat. Only one enhancement can be placed on a weapon, if sharpened the weapon will do additional damage and if calibrated it will be easier for he Tinkerer to use and hit more often. A weapon can also be infused with either magic dust or stone shards. Magic dust will make an ordinary weapon strike magically whereas stone shards will make a magical weapon strike normally. A Tinkerer cannot fail to enhance his weapon but it may take him quite some time. The weapon then becomes rare (if not already).

Mechanical Pet

Syntax: build pet

A Tinkerer is so proficient at building that he may construct himself a mount that serves as a pet. A tinkerer may only have one pet and the sturdiness of the construct is directly linked to the Tinkerers rank and proficiency. At the 35th rank a Tinkerer may build a pet horse which he can mount and which will help slightly in combat. At the 40th rank the Tinkerer may build himself a warhorse which is also mountable but hits the enemy harder than a regular horse and can take more punishment. At the 45th rank the Tinkerer can build himself a flying Dragon that comes in three varieties. There is a Fire Dragon, an Ice Dragon and a Rock dragon. When mounted on a dragon the Tinkerer can move over terrain very easily, including any terrain requiring a boat or even flight. The dragons are much more powerful than the warhorse and each has its own traits. The fire and ice dragons both breath fire and ice and are resistant to fire and ice respectively, of course they are also vulnerable to the opposite element. The rock dragon is not quite as offensive at the other dragons, but it is healthier and resists all physical attacks. It takes a long time to build a mechanical pet and the pet cannot be of greater rank than the Tinkerer.

Wrist Shooter

Syntax: build wrist shooter

A Tinkerer can modify any wrist equippment and turn it into a shooting device loaded up with a powerful spring. A shooter may be worn on each wrist and they fire automatically in combat. The wrist shooter does not inflict a lot of damage but the Tinkerer can make several kinds of darts that fire from the shooters. The wrist shooter is a rare item and takes time to build.

Darts

Syntax: darts

A Tinkerer can manufacture miniature darts that fit into his wrist shooter like a socket. Poison darts have a chance to poison the enemy for a short time, exploding darts will do decent amounts of damage to the target and anyone in his group, and glow darts do the least amount of damage but have a chance to make the target glow for a short period of time.

Enhance Helm

Syntax: enhance helm

beam, wave, absorber

A Tinkerer can improve upon his helmet in one of three ways. By placing a beam device upon his helm he can "use" it during the day (outdoors) to capture incoming light and focus it into a beam that strikes at his enemy with much force. If the Tinkerer chooses to place a sound wave device on his helmet he can "use" it to send a crippling forceful sound wave at his enemy which can inflict ample damage coupled with a temporary stunning affect. Some Tinkerers prefer to attach a magic absorber on to their helm which absorbs the magic of any harmful spell coming their way. Unlike the other enhancements, the magic absorber is always in effect (-sv vs spell) and does not need to be used. The enhanced helm will become rare (if not already) and takes a long time to make.

Enhance Cloak

Syntax: enhance cloak obscure, lift, cocoon

A Tinkerer can take an ordinary cloak and enhance it to suit his needs in one of three ways. By obscuring the cloak it becomes blurred and hard to see thus making the Tinkerer blurred and harder to hit while wearing the cloak. If imbued with air pockets and patented lifters, a Tinkerer can wear this enhanced cloak to give himself the affect of flight. When a Tinkerer imbues a cloak with the cocoon enhancement it allows the Tinkerer to "cocoon" himself. When cocooned the Tinkerer sleeps better (heals faster) and is no longer visible in an area search, only being in the same room will give up his location. The Tinkerer will not fail to enhance his cloak but this process makes the cloak rare and takes a long time.

Launcher

Syntax: build launcher

A Tinkerer has found a way to use ranged weapons while at the same time creating something more long range though less accurate than any bow. Only a Tinkerer can use a launcher and it only works with specially made missiles. The Launcher takes a long time to build and is rare. The Launcher requires both hands free to use and is not recommended for in combat use. Being as powerful as it is the Launcher is able to fire over very long distances, if outdoors the target does not even need to in a visible straight line. To fire the missile launcher is of course much more tedious than to shoot an arrow so the Tinkerer needs more time to fire and reload than a regular bow.

Missiles

Syntax: missiles

A Tinkerer has access so some of the most dangerous long range weaponry known to the lands, however missiles take time to produce. Homing missiles will hit the target without fail (indoors or out) as long as they are in the same area as the Tinkerer, the homing missile is also the least damaging missile. Shocking missiles are less accurate than homing missles and when fired indoors can only hit targets in a straight line, if they do hit then they will target the enemies muscular system causing a lagging affect. Corrosive missiles are the least accurate and possibly the most deadly, like the shocking missile they can only be fired in a straight line when fired indoors and if they hit they inflict much pain on the enemy and also spray their armor with acid which raises their armor class, the corrosive missile also has a slim chance to poison and plague the target who temporarily suffers from a weakened immune system from the blow.

Artifact

Syntax: artifact

Master Tinkerers have discovered a way to build powerful artifacts. The artifacts are in fact so powerful that the Tinkerer may only carry one at any given time. They are of course rare and useless to any other class of hero. A Tracker Compass, when released to float nearby, will generously help the Tinkerers movement allowing them to cover great distance. When used in conjunction with an enemy name the Tracker Compass will tell you which directon to head in if you want to find the desired target. The Demon Spirit artifact when released to float nearby Makes it impossible for the Tinkerer to be cursed, when used it will infuse the Tinkerer with the spirit of the demon making him grow in size and power for some time. The Orb of Sanctity when released to float nearby will affect the Tinkerer with magical armor, shield and stone skin. When used, the orb will grant the Tinkerer a long lasting spell of Sanctuary. It takes a Tinkerer a very long time to create such a powerful artifact and after a certain amount of use the artifact will simply vaporize.

No comments people? Even when the MUD was down?!? Figured you'd all be bored

I know a Tinker idea was started a while ago but I'd like to know what ya'll think of my take on it.

I like it.

i like it alot. however I can see these things owning the majority of the playerbase something cronic.. Gimme one!

I dislike it. Not that it's not well done, because it is. I just feel that it's unneccessary, too unique, etc. Maybe a thumbsup for a qclass.

I think if anything like this were to be implemented, it'd be way better to just have a variety of trade skill that anyone can choose from, tinkering being one of them.

If anything, it could be a quest class for neutrals.

If anything' date=' it could be a quest class for neutrals.[/quote']

I like that. I think it might work rather well as a neutral qclass, but I think it would be a BIT overpowered as a regular class. Just a thought.