1.Archetype Name: Inventor
2. Available Races: Gibberlings, Arisen
3. Role: Pet DPS/debuff
4. vMain Weapons: 1-handed daggers, 1-handed maces, 1-handed spears, off-hands, wands.
5. Armor Type: Plate Armor (caster spec)
6. Name of Three Ruby Grids: Fire Automaton, Spark Prod, Explosive Grenade
7. Archetype Mechanics and/or Key Abilities:
Key Mechanics:
Automatons – TL; DR: Up to 3 disposable/recastable pets that run on Combat Advantage (Fuel)
Long explanation: Robotic, temporary pets that the Inventors activate and command against their enemies. Automatons run on fuel (explained below), and thus are not active when the Inventors are out of combat since they’d just be wasting it. There are several different types of Automatons available to Inventors, each powered by a different element (Ice, Fire and Poison, explained below)). Inventors can have up to 3 Automatons active at any time. Automatons deal damage but do not draw threat away from their masters, requiring them to use strong armor to survive. Their damage and attack speed depends on the equipped weapon. If all fuel is depleted while Automatons are active, they shut down (disappear) after 3 seconds unless some fuel is replenished within that time. Automatons have to be managed carefully, so as to not consume too much fuel too quickly and leaving the Inventor defenseless. Automatons cannot change targets, and will keep attacking the one they are cast against until the target is out of the Inventor’s attack range, the target or the Inventor die or they shut down (either by running out of fuel or at the Inventor’s command). Changing targets does not deactivate the Automatons, giving the Inventor the ability to engage multiple targets simultaneously, although each target will only receive the damage dealt by the Automatons attacking it. Some Automaton attacks will affect all Automatons, while others only certain types of Automaton. For example, a fire attack would only be carried out by active Fire Automatons, while a physical attack would be carried out by all. Fire attacks would not be available to cast if no Fire Automatons are active. Fuel would be consumed depending on how many Automatons carry out the attack, 1x if one, 2x if two, or 3x if three. If the Inventor doesn’t have enough fuel for all applicable Automatons to carry out an attack, it won’t be carried out, even if there is enough for one to do so. Inventors are unable to command Automatons individually, so when an Automaton attack is ordered, all Automatons that can carry it out do so simultaneously.
Automaton types:
(Note: All are capable of using physical attacks. Ranking up increases damage dealt. Automaton types with their basic attack are available in talent grids, additional attacks must be unlocked in the Fire Automaton ruby grid):
Fire Automatons. Avaliable at lvl 1, they carry out fire based attacks and cast fire-based DoTs. Can replenish fuel by burning off chunks of the target to power themselves, making them highly versatile.
Ice Automatons: Available after spending 12 talent points, carry out ice- based attacks that can slow the target’s movement and casting, freeze it in place and shatter its armor.
Poison Automatons: Available after spending 28 talent points, they carry out poison attacks and cast debuffs, which include reduced healing and temporarily reducing stats, as well as DoTs.
Fuel – Works akin to a Warrior’s Combat Advantage. It is generated by some skills cast by the Inventor and consumed by Grenade, Prodding and Automaton attacks. Fuel replenishes itself back to 100% when the inventor leaves combat. Fuel could be replenished in combat through the use of certain skills, the amount varying on the skill used and its level. Replenishing skills are available as talents, but can be boosted with rubies found in all 3 grids. They would include:
Refill: Replenishes X% fuel, consumes mana.
Emergency Measures: Replenishes X% fuel, consumes Y% of total HP
Rationing: Slowly recovers fuel over time, consumes Mana.
Efficient consumption: Reduces Fuel cost of the next spell by X%. Rank improves X; long cooldown.
Energy leech: Drains hostile target’s life to replenish fuel, consumes mana, long cooldown.
Grenades – Thrown artifacts to deal damage or some control effect to targets. Damage depends on Wand. Consume fuel. Types would include Glue grenade (slow single target), Gas Grenade (Debuff, AoE), Explosive Grenade (fire damage, AoE centered on single target), Stun grenade (stuns single target) and Flash bang (blind target, AoE), ranking up increases damage, radius and/or duration. Grenades have a minimum range cannot be used in melee range, as the Inventors might hurt themselves. Grenade types are available as talents, with boosts in the Explosive Grenade ruby grid.
Prodding skills: Melee-range skills that the inventor may use in close quarters combat, consume both Mana and fuel. There are 2 types: wand prods and weapon prods. Damage depends on wand or weapon. Wand prods all share a cooldown, weapon prods share their cooldown too. Skills are available as talents, with improvements in Spark Prod ruby grid. The grid would also contain minute defensive skills (indicated below). Prodding skills include:
Spark prod: prods target with your wand, dealing X lightning damage, Y% chance to stun target (damage and chance increased with rank).
Explosive prod: prods target with your wand, dealing X fire damage, Y% chance to knock target down, Z% chance to hurt self for same amount (ranking up increases damage and chance to KD, reduces chance to hurt self).
Toxic prod: Prods target with your weapon, dealing X damage over Y seconds (damage and duration improved with rank)
Accurate Prod: Hits target’s weak spot with your weapon, dealing physical damage.
Other Skills:
Spring shoes: Instantly jump X feet in a random direction.
Electrified armor. Automatically deal X% of damage taken to attacker while buff is active (can only be cast on self).
Protective goggles (passive): X% chance to resist blinds.
Weak appearance: Threat reduction
Rocket shoes: Increased movement speed, consumes fuel.
Defibrillator: Consumes all fuel available to heal self or friendly target, HP healed depends on consumed fuel. 5 mins cooldown, can be used in combat.
Exploit weakness: reduces target’s defense.
Racials:
Gibberlings: Performance enhancer: Increases self or friendly target’s Str and Int for a time.
Arisen: Self-destruction: Detonates all the Inventor’s Automatons, dealing damage in a small area around them. Consumes all fuel, damage depends on amount of fuel consumed.
8. Brief description of archetype/lore:
The Inventors are the geniuses behind each faction’s technological advances. While they have typically locked themselves in labs and workshops due to their lack of combat skills, the recent development of personal combat technology has allowed them to begin adventuring alongside their peers, overpowering their enemies using their scientific knowledge and their wits more than their muscles or magical prowess. While for now only they have the ability to use their creations, maybe one day their gizmos will become so widespread that even children will easily manipulate them easily while their grandparents can pretty much just stare at them in awe. The inventors are:
Gibberling Tinkerers: Along with their advances in navigation, the Gibberlings accidentally discovered other, less immediately useful technologies that would take years to refine. Their most ingenious members started dedicating themselves to these new discoveries and to reverse engineering captured imperial technology for the League’s war effort. Now armed with devices of their own invention and their unmatched creativity (3 minds think better than 1!), these former shut-ins have taken to field test their technologies and to put their theories to practice in the League’s struggles.
Arisen Masterminds: Naturally talented in both magical and scientific pursuits, the Arisen have long been the driving force behind the Empires’ technological progress. Despite having largely confined themselves to the ZIT and a number of labs for years, the most adventurous of the Arisen have finally decided to step out to the world to develop, test, and improve their own technologies, cutting out experimental subjects that simply don’t understand their creations as well as they do. These brave empiricists are now making a name for themselves not only in the academic circles, but among the most battle-hardened of the imperial veterans.
9. Design the archetype’s unique gear/trademark look with an image editing program or provide a screenshot of your in-game character representing the archetype using a combination of existing in-game armor/vanity items.






























