Tinkerer
Description
Gender: Female
"Girl genius, quackum enthusiast, time traveler—these are all perfect ways to describe the Tinkerer (also know as the Academic). She comes from 50 years in the future, a time when the heroes are all gone and Vestinel’s evil influence has corrupted the land. After her time machine crashes near Mana Ridge, she’s left stranded in the present with nothing to rely on but her wits and Alfredo, her giant robot butler. Now she’ll stop at nothing to save the Prophet and set right what once went wrong."
"Girl genius, quackum enthusiast, time traveler—these are all perfect ways to describe the Tinkerer (also know as the Academic). She comes from 50 years in the future, a time when the heroes are all gone and Vestinel’s evil influence has corrupted the land. After her time machine crashes near Mana Ridge, she’s left stranded in the present with nothing to rely on but her wits and Alfredo, her giant robot butler. Now she’ll stop at nothing to save the Prophet and set right what once went wrong."
The crash turned her body to one that is of a 12-year-old's, but it is hinted during The Lie Detector Quest that her true age is 23 years old. She has the capability of creating two different minions the slimes and ducks.
Features:
- Tinkerers use a variety of attacks that hit a wide area from mid- to long-range
- Tinkerers are flexible heroes with skills to deal damage, heal, and defend their allies
- Their low Strength and Vitality are offset by strong Agility and Intellect
Tinkerer Weapons:
- Cannons deal physical damage and have higher attack power. Cannons have longer range and slower firing rate than Bubble Blasters. Shells travel in an arc and deal two hits on impact.
- Bubble Blasters deal magical damage and have higher magic attack. Bubble Blasters have shorter range and faster firing rate. Shells travel in a straight line but dissipates when it goes past its effective range.
Auxiliary Weapon(s): Powerglove
Tinkerer Skills
Sub-Classes
Engineer
"At level 15, the Tinkerer can choose to become an Engineer and dominate the battlefield with an array of advanced robots and gadgetry. She’ll also have a vast arsenal of rockets, turrets, and robots at her fingertips."
"At level 15, the Tinkerer can choose to become an Engineer and dominate the battlefield with an array of advanced robots and gadgetry. She’ll also have a vast arsenal of rockets, turrets, and robots at her fingertips."
Alchemist
"At level 15, the Tinkerer can choose to become an Alchemist instead of an Engineer and control the flow of combat with status effects, heals, and elemental attacks. She gives up the heavy guns and fights with goo and bubbles instead. She’s great in a support role and can turn the tide of battle with her toxins and tonics."
"At level 15, the Tinkerer can choose to become an Alchemist instead of an Engineer and control the flow of combat with status effects, heals, and elemental attacks. She gives up the heavy guns and fights with goo and bubbles instead. She’s great in a support role and can turn the tide of battle with her toxins and tonics."
Job Advancement
At level 15, go to your corresponding Tinkerer Skill Trainer in Carderock Pass to start your class change quest.
You will be teleported to a large room similar to that of the Warrior's
job test. Your goal is to protect the NPC Alfredo from the robot ducks
that spawn en masse around the map. The test lasts for 3 minutes.
If you fail the test, talk to your Tinkerer Skill Trainer again to repeat the shooting range.
If you pass, talk to your Tinkerer Skill Trainer to finish the quest.
If you pass, talk to your Tinkerer Skill Trainer to finish the quest.
Upon job advancement, you will receive an item that allows you to reset your skills. This item expires after 7 days.
Tips:
Use Bubble Bubble to shield the Alfredo.
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