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(Preface)
(Features)
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<table width="100%" border="0" class="infobox progression">
 
<table width="100%" border="0" class="infobox progression">
 
     <tr>
 
     <tr>
       <td width="20%"><span style="color:#d3494f">Dodging</span></td>
+
       <td width="20%"><span style="color:#a1d74d">Dodging</span></td>
       <td>Unlike Hunter, tinkering is all about traps that are more mechanical. Craft, assemble, disarm traps of the mechanical variety.
+
       <td>Unlike Hunter, tinkering is all about traps that are more mechanical. Craft, assemble, disarm traps of the mechanical variety.</td>
</td>
 
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#4960d3">Reflex</span></td>
+
       <td><span style="color:#47b962">Agile Movements</span></td>
       <td>Tinkerers love to get their grubby hands on all kinds of weapons and attempt to put this and that to improve their damage or utility. Unless mastery over tinkering is high, this may prove to be detriment, however.</td>
+
       <td>This feature allows the user to excel at movements that require a great deal of agility, such as walking on a tight rope, scaling high walls, parkour running, etc.</td>
 
     </tr>
 
     </tr>
 
     <tr>
 
     <tr>
       <td><span style="color:#4fd349">Acrobat</span></td>
+
       <td><span style="color:#f1bb2b">Heightened Reflex</span></td>
       <td>The art of assembling Automata is the joy of all Tinkerer. However, this is very difficult and require higher mastery to use. Turrets are much easier because they don't move.</td>
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       <td>Heightened reflex allows the user to move their body instinctively, granting them faster reaction time in and out of combat.</td>
    </tr>
 
    <tr>
 
      <td><span style="color:#49d3d1">Heightened Observasion</span></td>
 
      <td>Tinkerers have science on their side, which allow them to be better-versed at dealing with ancient mechanism and putting their scientific creativity to full use. This enable them to combine tinker with other mastery to create something unique. Or to employ their skills for improvised fighting when they are in battle.</td>
 
 
     </tr>
 
     </tr>
 
</table><br>
 
</table><br>

Revision as of 07:08, 19 December 2017

Preface

Out of combat, this mastery gives its user the agility to perform gymnastic feats such as flipping, walking on a tight rope, scaling high wall, swinging from vine to vine, or other ways to conquer the environment. In combat, it allows the user avoid damage through dodging.

Acrobat offers increased reflex and agility, which provide great utility skills in and out of combat. Note that acrobat penalizes heavy armor and weapons.

Strengths: Agility, reflex, and avoiding attacks
Weaknesses: Penalizes heavy equipment, high stamina cost, difficult to master

Features

Dodging Unlike Hunter, tinkering is all about traps that are more mechanical. Craft, assemble, disarm traps of the mechanical variety.
Agile Movements This feature allows the user to excel at movements that require a great deal of agility, such as walking on a tight rope, scaling high walls, parkour running, etc.
Heightened Reflex Heightened reflex allows the user to move their body instinctively, granting them faster reaction time in and out of combat.

Progression

Beginner You can wave your weapon around; that ought to hit something in front of you.
Novice You can wave your weapon around more effectively now; it will definitely hit something if your aim isn't off.
Trained Your attacks have some kind of form now and you're starting to discover some skills and mechanics that you can perform somewhat reliably.
Proficient You can now proficiently wield a weapon in combat. You have found a particular fighting style that you are most comfortable with. You also have a good set of skills that you can perform with confidence.
Adept You have the basics down pat and are now starting to explore the more complex skills that require a lot more precise execution. You also unlocked complex skills and are beginning to bridge together attacks to perform basic combos.
Expert You have mastered basic stances and movements and can effectively execute movesets associated with your weapon. You are honing and making your attack combos more efficient.
Mastered You now have powerful combos and series of attacks that leave your opponent devastated if not dead. You are now strong enough to use any weapon marked as (Hybrid: Two-handed) with only one hand.