Tinkerer
"A crafty inventor! Uses crazy gadgets but takes time to set up."
Unlock Requirement
Beating The Bunker
Strengths
- Funny mechanics and unique gadgets
Weaknesses
- By the time you build a weapon, the room is already cleared by others
- Low floor, hard to reach ceiling
Recommended Meta Build
Meta Build: Needs specific talents and items (like Sniper Rifle) to skip the slow setup phase. Otherwise, plays like a challenge character.
tinkerer Ability Codex
Melee Attack / Heal
Heals allies but damages enemies.
Ranged Attack / Heal
Heals allies but damages enemies.
Craft Weapon
Craft and equip a random temporary weapon.
Throw Weapon
Throw your weapon at a unit. This breaks the weapon.
Healing Word
Heal a unit at range.
Healing Word
Heal other units in an area at range.
Cure Wounds
Heal an adjacent unit.
Cure Wounds
Heal all adjacent units.
Malaise
Inflict Weakness on units in an area.
Malaise
Inflict Weakness and Poison on units in an area.
Open Wounds
An attack that deals more damage the less health the target unit has. (based on their health percent)
Open Wounds
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Prayer
Heal units in an area.
Prayer
Heal units in a larger area. Infinite range.
Convert
Inflict Charm 2 on an adjacent unit.
Convert
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Cleanse
Remove all debuffs from units in an area.
Cleanse
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Purge
Remove all buffs from a unit.
Purge
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Heretic Mark
Inflict Ostracized 2 on a unit.
Heretic Mark
Inflict Ostracized 4 on a unit.
Zealot
Gain +1 .
Zealot
Gain +1 . (This spell costs less.)
Haste
Give a unit +10 until the end of its next turn.
Haste
Give units in an area +10 until the end of their next turns.
Rally
Force a unit to attack one of its enemies.
Rally
Force units in an area to each attack one of their enemies.
Buddy Up
Jump to an open tile next to an ally.
Buddy Up
Jump to an open tile next to an ally. (This spell costs less.)
Healing Fall
Jump to an open tile, then heal each adjacent unit.
Healing Fall
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Holy Dash
Dash forward, heal a unit and give it a random stat up.
Holy Dash
Dash forward, heal a unit and give it 3 random stat ups.
Reverse Damage
Reverse the last damage an adjacent unit took.
Reverse Damage
Reverse the last damage a unit within range took.
Rebuke
Deal damage to a unit equal to the damage that unit last dealt.
Rebuke
Deal damage to a unit equal to twice the damage that unit last dealt.
Wish
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Wish
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Witch Hunt
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Witch Hunt
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
Friend or Foe
A ranged spell that heals allies and damages enemies.
Friend or Foe
An infinitely ranged spell that heals allies and damages enemies.
Revive
Revive a body to 50% HP and cure one of its injuries.
Revive
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Ethereal
Gain 4 , 3 , heal 2 HP, and Brace 1.
Ethereal
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Born Again
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Born Again
Revive a body to 100% HP and give it All Stats Up.
Benediction
Heal EVERYTHING for 2 HP.
Benediction
Heal EVERYTHING for 2 HP. (This spell costs less.)
Crusade
You and your allies move toward the nearest enemy.
Crusade
You and your allies move toward the nearest enemy and gain +1 .
Hallowed Ground
Spawn a blessing pickup on an empty tile in range.
Hallowed Ground
Spawn a blessing pickup on any empty tile.
Enlighten
Another unit's next spell is free.
Enlighten
Another unit's next spell is free. Infinite range. (This spell costs less.)
Anoint
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Anoint
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
An Eye for an Eye
A melee attack that inflicts Blind 5 and Bleed 1.
An Eye for an Eye
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Wrath of God
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Wrath of God
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Adoubment
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Adoubment
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Divine Protection
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Divine Protection
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Chosen Warrior
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Chosen Warrior
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Divine Gift
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Divine Gift
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Stand In
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Stand In
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Awaken
Revive a body to 1 HP.
Awaken
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Fury Heal
Heal an adjacent unit 2 to 6 times.
Fury Heal
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Pray
Give another unit +5 until the end of its next turn.
Pray
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Emergency
Run next to the ally with the most missing health. Trample all in the way.
Emergency
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Guardian Angel
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Guardian Angel
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Booster
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
Stimulants
You and adjacent units gain +2 .
Stimulants
You and adjacent units gain +2 and +1 .
Blinding Lights
Inflict Blind 1 on each unit in an area.
Blinding Lights
Inflict Blind 2 on each unit in a larger area.
Circle of Protection
Give +1 to each unit within 2 tiles of you.
Circle of Protection
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Call Over
Make an ally move toward you.
Call Over
Make an ally move toward you. Infinite range.
Grace
You or an adjacent unit gains a random positive effect.
Grace
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Turn Foe
Force a nearby unit to move away from you.
Turn Foe
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
Healing Salve
You or an adjacent unit gains +1 Health Regeneration.
Healing Salve
You or an adjacent unit gains +2 Health Regeneration.
Mech Suit
Summon a mech suit that can be piloted. (Castable once per battle.)
Catbot
Spawn a Catbot and give it your current weapon. (You will not get the weapon back)
Research
Gain +1 Tech.
Research
Gain +1 Tech. Bonus Passive: Crafting subtracts 1 Tech instead of all of it.
Discharge
Spend all of your mana, then deal that much electric damage to an adjacent unit.
Discharge
Spend all of your mana, then deal that much electric damage to an adjacent unit with a 10% Stun chance for each point of mana spent.
Repair
Repair 1 use to all of your or an adjacent unit's equipment.
Repair
Repair all uses to all of your or an adjacent unit's equipment.
Shoddy Jetpack
Fly to a random tile in a large area. If you land on a unit, explode dealing 5 damage in an area (including to yourself).
Shoddy Jetpack
Fly to any tile. If you land on a unit, explode dealing 5 damage in an area (including to yourself).
Spawn Decoy
Spawn a decoy that explodes when it dies.
Spawn Decoy
Spawn a decoy that explodes when it dies. When an enemy targets you, swap places with the decoy.
Switcheroo
Your next attack breaks your weapon, then craft a new one.
Switcheroo
Your next attack breaks your weapon, then gain +1 Tech and craft a weapon.
Spring Shoes
Jump up to 2 tiles away.
Spring Shoes
Jump up to 5 tiles away.
Autopilot
Take an extra turn after this one. You are AI controlled on that turn.
Autopilot
You or another unit takes an extra turn after this one. That unit is AI controlled on that turn. (This spell costs less.)
Recycle
Destroy your weapon to gain +1 Tech and refresh your basic action.
Recycle
Destroy your weapon to gain +1 Tech and refresh your basic action. This spell costs 1 mana if you haven't used your weapon this turn.
Build Turret
Summon a turret.
Build Turret
Summon a rocket turret.
Rocket Skates
Dash forward in a straight line then explode dealing damage in an area (including to yourself).
Rocket Skates
Dash forward in a straight line then explode dealing damage in an larger area (including to yourself).
Drill Down
Dig to an open tile in a straight line.
Drill Down
Dig to a tile in a straight line. If you dig into a unit, explode dealing 5 damage in an area (including to yourself).
Armor Up
Craft a Tinkerer armor piece into one of your empty armor slots.
Armor Up
Craft a Tinkerer armor piece into one of your or an adjacent unit's empty armor slots.
Fresh off the Forge
Gain +7 and Burn 3.
Fresh off the Forge
Give +7 and Burn 3 to yourself or an adjacent unit.
Electric Nail
Summon a nail that arcs electricity to neighboring tiles whenever any unit spends mana.
Electric Nail
Summon a nail that arcs electricity to neighboring tiles whenever any unit spends mana. (This spell costs less.)
Craft
Craft and equip a random temporary weapon.
Craft
Craft and equip a random temporary weapon for yourself or an ally in range 3 (if they have an empty weapon slot).
Shockwave
Deal damage to all units. The closer a unit is to you the more damage it takes.
Shockwave
Deal damage to all units. The closer a unit is to you the more damage it takes. (Deals more damage to closer units and less damage to further units.)
Math!
Deal 1 damage to a unit for each unique divisor in its current HP value.
Math!
Deal 1 damage to a unit for each unique divisor in its current HP value. If its HP was a prime number, gain 5 mana.
Reprogram
Conjure a random spell of your class as a bonus ability.
Reprogram
Conjure a random upgraded spell of your class as a bonus ability.
Improve
Gain +1 to a random stat.
Improve
You or an adjacent unit gain +1 to 2 random stats.
Catbot
Spawn a Catbot and give it your current weapon. (You will not get the weapon back)
Catbot
Spawn a Catbot and give it your current weapon. Gain +1 Tech and refresh your basic action. (You will not get the weapon back)
Bombchu
Spawn a Bombchu bot.
Bombchu
Spawn a Bombchu bot in range 4. (This spell costs less.)
Remote Detonator
Explode a familiar, dealing 5 damage with knockback in an area.
Remote Detonator
Explode a familiar, dealing 5 damage with knockback in an area. (This spell costs less.)
Short Circuit
Deal 1 electric damage with a random amount of knockback (up to 3) to all adjacent units.
Short Circuit
Deal 2 electric damage with a random amount of knockback (up to 10) to all adjacent units.
Electrolyze
Give your weapon +3 electric damage.
Electrolyze
Give your weapon +3 electric damage. (This spell costs less.)
Eject Button
Explode and fly to a random tile at least four tiles away. This explosion damages you.
Eject Button
Explode and fly to a random tile at least four tiles away. This explosion damages you. (This spell costs less.)
Firecracker
Throw 3 small 1-damage explosives at random tiles in an area.
Firecracker
Throw small 1-damage explosives at all tiles in an area.
Upgrade
Fully heal a familiar and give it All Stats Up.
Upgrade
Fully heal a familiar and give it All Stats Up and +1 .
Eureka!
Gain +3 Tech and Madness 1. (This spell can only be cast once per battle.)
Eureka!
Gain +3 Tech. (This spell can only be cast once per battle.)
Punchbot
Spawn a Rubber Fist Bot.
Punchbot
Spawn a Rubber Fist Bot within a large range.
Fast Hands
Refresh your weapon and trinket actions (unless they gain you mana).
Fast Hands
Refresh your weapon and trinket actions (unless they gain you mana). Repair 1 use to all of your equipment.
Mech Suit
Summon a mech suit that can be piloted. (Castable once per battle.)
Mech Suit
Summon a mech suit that can be piloted. (Costs 0 mana. Castable once per battle.)
Unreliable Shield Generator
Gain +6 and +1 temporary Brace. This spell has a 75% chance to be disabled on each turn.
Unreliable Shield Generator
Get +6 and +1 temporary Brace. This spell has a 66% chance to be disabled on each turn. (This spell costs less.)
Unreliable Missile Launcher
Shoot an explosive homing missile at a random enemy. This spell has a 75% chance to be disabled on each turn.
Unreliable Missile Launcher
Shoot an explosive homing missile at a random enemy. This spell has a 66% chance to be disabled on each turn. (This spell costs less.)
Spare Parts
Destroy your weapon and gain one of the following: +2 , +4 Charge, +1 Thorns, or 1 coin.
Spare Parts
Destroy your weapon and gain one of the following: +4 , +8 Charge, +2 Thorns, or 2 coins.
Split the Atom
Deal 50 damage to and inflict Burn 10 on all enemies. You can pay for this spell over multiple turns. (This spell's mana cost can't be modified.)
Split the Atom
Deal 50 damage to and inflict Burn 10 on all enemies. You can pay for this spell over multiple turns. This spell absorbs the mana you spend casting other spells. (This spell's mana cost can't be modified.)
Experimental Teleporter
Teleport to any tile. You have a 15% chance to equip a piece of Fly armor that breaks any armor pieces it replaces.
Experimental Teleporter
Teleport to any tile. You have a 15% chance to equip a piece of Fly armor that breaks any armor pieces it replaces. (This spell costs less.)
Shock Therapy
Deal 1 electric damage to yourself or an adjacent unit. Cleanse debuffs from that unit, give it a random stat up, and a 25% chance to be Stunned.
Shock Therapy
Deal 1 electric damage to yourself or a unit in range 5. Cleanse debuffs from that unit, give it a random stat up, and a 25% chance to be Stunned.
Build Nuke
Spawn a mini-nuke that makes a HUGE explosion when it dies.
Build Nuke
Spawn a mini-nuke in range 4 that makes a HUGE explosion when it dies.
Instant Barrier
Gain +6 . Castable only if you have no .
Instant Barrier
Gain +6 . This spell's mana cost is equal to your current .
Volt Tackle
Teleport to anything that's electrically conductive. Displace units you teleport onto and deal electric damage to them.
Volt Tackle
Teleport to anything that's electrically conductive. Displace units you teleport onto and deal electric damage to them with a 50% chance to inflict Stun.
Smash
Smash your weapon onto an adjacent unit, destroying it and dealing double its damage.
Smash
Smash your weapon onto an adjacent unit, destroying it and dealing double its damage. (This spell costs less.)
Shed Scrap
Lose 1 . Spawn a junk pile.
Shed Scrap
Lose 1 . Spawn a junk pile in range 2.
Repair Armor
Lose all , then gain equal to your equipment's starting .
Repair Armor
Lose all , then give equal to your equipment's starting to yourself or another ally.
Rocket Ride
Jump to any open tile. Explode when you land. (This explosion also damages you.)
Rocket Ride
Jump to any open tile. Explode when you land. (This explosion also damages you.) (This spell costs less.)
Robo-Vac
Spawn a vacuum bot that collects pickups and shares their effects with you.
Robo-Vac
Spawn a vacuum bot that collects pickups and shares their effects with your whole team.
Nurse Bot
Spawn a nurse bot that heals allies.
Nurse Bot
Spawn a nurse bot that heals allies. (This spell costs less.)
Tesla Coil
Spawn a tesla coil that shoots lightning bolts at random units with a small chance to inflict Stun.
Tesla Coil
Spawn a tesla coil in range 7 that shoots lightning bolts at random units with a small chance to inflict Stun.
Refine Materials
Collect a pickup in range 3. Instead of its normal effect, gain +1 Tech.
Refine Materials
Collect a pickup in range 3. Instead of its normal effect, gain +1 Tech, +1 , and +1 to a random stat.
Fabricate
Give an ally in range 3 a temporary copy of your weapon, if they don't have a weapon.
Fabricate
Give an ally in range 3 a temporary copy of your weapon, if they don't have a weapon. (This spell costs less.)
Sparks
Shoot electric bolts at up to 3 random enemies or robots.
Sparks
Shoot electric bolts at up to 5 random enemies or robots.
Hone
Repair 1 use to your weapon and give it +1 damage for the rest of the battle.
Hone
Repair 1 use to your weapon and give it +1 damage for the rest of the battle. Refresh your weapon action.
???
Becomes a random Cleric starter ability when you lock in your team's collars.
???
Becomes a random Tinkerer starter ability when you lock in your team's collars.