TINKER:
Races: Gnome
Classes: Invoker
Switchover at level 30.
The tinker is the master armorer and weapon maker. His ability to
enchant and enhance is known throughout the lands.
Weapons: Dagger Staff Mace H2H as invoker, at 30 gain Sword Polearm Spear
Defenses: Parry Dodge
Detects: Invis Magic Traps
Misc. Skills: Fast Healing Meditation Trance Haggle Scrolls Staves Wands
Misc. Spells: Identify Locate Object Word of Recall Teleport Knock Invis
Sanctuary
Unique Skills:
Temper
syntax: temper
Requires a Hammer of Vaedras
Using their unique method of hardening materials, Tinkers can re-shape
thier weapons to resist destruction.
Mine
syntax: mine
By using their immediate surrounding, Tinkers can delve into the very
earth to search for material components used in the work. Tinkers at
their peak are known to to fail less often.
Adorn
syntax: adorn obj obj
Requires a Hammer of vaedras
Tinkers have been known to affix magical gems to weapons and armors,
granting them a myriad of affects.
Unique spells:
Enhanced Enchant Armor (mastered E. Armor required)
Enhanced Enchant Weapon (mastered E. Weapon required)
Self-explanatory. Tinkers are known to grant larger bonuses to their work,
as oppoed to invokers who merely dabble in the art. Their chance for failure
is also drastically reduced.
Hammer of Vaedras
syntax: c 'hammer'
Tinkers are known to take pride in their hammers they use to fashion
their armors and weapons. Rumors abound at the magical properties of
these hammers, as they grant Tinkers a higher rate of succes at their
work. These hammers are known to be consumed in the process.
Fashion Gem,
syntax: c 'fashion' color
Tinkers can create magical gems and imbue them with magical properties.
Depending on the material the use, and from where they mined it, these
gems range in abilities. Given the magical auras these gems exude, a
Tinker may have no more than 4 armor gems, and two weapon gems at one
time. A Tinker must wait several days before attempting to fashion a
gem after a failure, and a week after a success.
Blue: Taken from the frozens wastes, these gems add a freezing touch to
weapons, and a sheet of ice to armors.
Red: Taken from raging fires, these gems add a fiery touch to weapons, and
add a ring of small flames to armors.
Brown: Taken from deep within the earth, these gems add a slight blunt
force to weapons, and a layer of hardened stone to armors.
Green: Taken from teeming forests, these gems add a layer of thorns to
weapons, and a layer of bark to armors.
Metal: Taken from smelted ores, these gems are higly prized for their
mixture of mithril and iron. They add a sharp edge to weapons, and a
a slight steel reinforcement to armors.
Smoke: Captured from the air themselves, the gems create a slight force
of wind to weapons, and compact a small shield of air to armors.
Many Tinkers have been known to sell their services to the highest
bidder, commanding insane amounts of gold. Any non-Tinker may only
carry one adorned weapon or armor at a time.