Tinkerer
A crafty inventor! Tinkerers are great at crafting temporary weapons and using all sorts of crazy gadgets!
Compare ability and passive effects below, alongside mana, movement costs and damage. Click a card for a closer look, or search by name or effect.
Values come from the game-data snapshot maintained on this site; its game build was not recorded. Patches or mods can change effects, so compare with your in-game tooltip. Official update history
Armor Up
Craft a Tinkerer armor piece into one of your empty armor slots.
Autopilot
Take an extra turn after this one. You are AI controlled on that turn.
Bombchu
Spawn a Bombchu bot.
Build Nuke
Spawn a mini-nuke that makes a HUGE explosion when it dies.
Build Turret
Summon a turret.
Catbot
Spawn a Catbot and give it your current weapon. (You will not get the weapon back)
Craft
Craft and equip a random temporary weapon.
Craft Weapon
Craft and equip a random temporary weapon.
Discharge
Spend all of your mana, then deal that much electric damage to an adjacent unit.
Drill Down
Dig to an open tile in a straight line.
Eject Button
Explode and fly to a random tile at least four tiles away. This explosion damages you.
Electric Nail
Summon a nail that arcs electricity to neighboring tiles whenever any unit spends mana.
Electrolyze
Give your weapon +3 electric damage.
Eureka!
Gain +3 Tech and Madness 1. (This spell can only be cast once per battle.)
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.
Fabricate
Give an ally in range 3 a temporary copy of your weapon, if they don't have a weapon.
Fast Hands
Refresh your weapon and trinket actions (unless they gain you mana).
Firecracker
Throw 3 small 1-damage explosives at random tiles in an area.
Fresh off the Forge
Gain +7 Shield and Burn 3.
Hone
Repair 1 use to your weapon and give it +1 damage for the rest of the battle.
Improve
Gain +1 to a random stat.
Instant Barrier
Gain +6 Shield. Castable only if you have no Shield.
Math!
Deal 1 damage to a unit for each unique divisor in its current HP value.
Mech Suit
Summon a mech suit that can be piloted. (Castable once per battle.)
Nurse Bot
Spawn a nurse bot that heals allies.
Punchbot
Spawn a Rubber Fist Bot.
Recycle
Destroy your weapon to gain +1 Tech and refresh your basic action.
Refine Materials
Collect a pickup in range 3. Instead of its normal effect, gain +1 Tech.
Remote Detonator
Explode a familiar, dealing 5 damage with knockback in an area.
Repair
Repair 1 use to all of your or an adjacent unit's equipment.
Repair Armor
Lose all Shield, then gain Shield equal to your equipment's starting Shield.
Reprogram
Conjure a random spell of your class as a bonus ability.
Research
Gain +1 Tech.
Robo-Vac
Spawn a vacuum bot that collects pickups and shares their effects with you.
Rocket Ride
Jump to any open tile. Explode when you land. (This explosion also damages you.)
Rocket Skates
Dash forward in a straight line then explode dealing damage in an area (including to yourself).
Shed Scrap
Lose 1 Shield. Spawn a junk pile.
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.
Shockwave
Deal damage to all units. The closer a unit is to you the more damage it takes.
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).
Short Circuit
Deal 1 electric damage with a random amount of knockback (up to 3) to all adjacent units.
Smash
Smash your weapon onto an adjacent unit, destroying it and dealing double its damage.
Spare Parts
Destroy your weapon and gain one of the following: +2 Shield, +4 Charge, +1 Thorns, or 1 coin.
Sparks
Shoot electric bolts at up to 3 random enemies or robots.
Spawn Decoy
Spawn a decoy that explodes when it dies.
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.)
Spring Shoes
Jump up to 2 tiles away.
Switcheroo
Your next attack breaks your weapon, then craft a new one.
Tesla Coil
Spawn a tesla coil that shoots lightning bolts at random units with a small chance to inflict Stun.
Throw Weapon
Throw your weapon at a unit. This breaks the weapon.
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 Shield Generator
Gain +6 Shield and +1 temporary Brace. This spell has a 75% chance to be disabled on each turn.
Upgrade
Fully heal a familiar and give it All Stats Up.
Volt Tackle
Teleport to anything that's electrically conductive. Displace units you teleport onto and deal electric damage to them.
Passives (25)
Armor Specialist
Your equipment passive effects are doubled.
Armored Plating
Robots you spawn gain the stats and Shield of your equipped armor.
Blacksmith
If you have a weapon, your basic attack becomes Hone.
Booby Trap
When an item you have equipped breaks, it explodes!
Conductor
Electric damage you deal is increased by 2 for each piece of metal armor you have equipped.
Demo Man
Always craft a bomb at Tech 1 or less.
Duct Tape
Items you craft stay with you between battles, but become cursed.
EMP
Your explosions are Electric element and deal +1 damage. Instead of knockback, explosions have a chance to inflict Stun.
Energizer
When you cast a spell, your weapon gets +1 Damage.
Escape Sequence
When you take damage, explode and get launched to a random tile. This explosion doesn't damage you.
Fuzzy Feet
When you end your movement, deal 1 Electric Damage to all adjacent units for each tile you moved.
Ingenuity
Pickups give you +1 Tech in addition to their other effects.
IT'S ALIVE!
Hitting a body with electric damage revives it with 1 HP. The revived corpse is charmed and takes an extra turn, then dies.
Item Proxy
You need one fewer piece of equipment to get set bonuses.
Lightning Rod
You have Electric immunity. Electric damage you deal is increased by 1. Gain 1 charge when you are hit with electric damage.
Living Battery
When an adjacent ally spends mana, gain that much mana.
Mr. Mega
Your explosions are larger and deal +1 damage.
Nanobots
Gain +2 Diminishing Health Regeneration every time you take damage from an attack or spell.
Napalm
Your explosions inflict Burn 1 and light tiles on fire.
Reactive Armor
When you take damage, craft a Tinkerer weapon or armor piece and equip it in an empty slot.
Robot Arms
You can use your weapon an additional time each turn.
Scrapper
Find an extra consumable item at the end of each battle. When you use up a consumable or trinket, equip a new consumable from your inventory if you have any.
Shrapnel
When you break an item, gain +1 Thorns.
v2.0
Start with 1 Tech. Your Tech can't drop below 1.
Weapon Proficiency
Your weapon damage scales with your stats and counts as a basic attack.
No matching abilities found