Technocrat

Archaeologist| Geo Templar | Mendicant | Ninja | Ronin | Sohei | Soul Caller | Stormseeker | Technocrat | Warlord

Technocrat (Ranged Damage, Gadgets, Guns)
Resource used : Focus

Role in party : Gadgets are just plain fun and can do a wide variety of things. Simple gadets like "Flashbangs", "Poison Grenades" and "Shock Gloves" are all useful. The real powerful gadgets like "Clockwork Spider", "Arc Blaster" and "Magnetic Inverter" are even better.

They are great back row damage dealers that specilize in firearm usage and have a host of abilities to both deal damage and apply debuffs, like "Crippling Shot", which roots an enemy preventing them from performing melee attacks. They also learn "Overwatch" which allows them to attack an enemy that is targeting them 1 time per turn.

MARKSMAN
Marksman : Passive; Increases Ranged Critical Rate % - The Technocrats in the City State of Trigger hold regular marksmanship contests.

Lv1 : +2 Ranged Critical Rate %

Lv2 : +4 Ranged Critical Rate %

Lv3 : +6 Ranged Critical Rate %

Lv3 : +8 Ranged Critical Rate %

Lv4 : +9.999999 Ranged Critical Rate %

Take Aim : Focus 20; Physical Damage + double Accuracy - The Gnomish armies of Trigger stand in a line of fire their arquebuses all together when their commander gives the order

Lv1 : 100% Ranged Attack : +100% Accuracy (S)

Lv1 : 110% Ranged Attack : +100% Accuracy (S)

Lv1 : 120% Ranged Attack : +100% Accuracy (S)

Lv1 : 130% Ranged Attack : +100% Accuracy (S)

Lv1 : 140% Ranged Attack : +100% Accuracy (S)

Arquebus Mastery : Passive; Increases damage of Arquebus attacks - The arquebus is a crude firearm that is inaccurate but powerful.

Lv1 : +5% Physical Damage dealt

Lv2 : +10% Physical Damage dealt

Lv3 : +15% Physical Damage dealt

Lv4 : +20% Physical Damage dealt

Lv5 : +25% Physical Damage dealt

Pistol Mastery : Passive; Increases damage of Pistol attacks - Pistols are easily concealed and accurate at short ranges.

Lv1 : +5% Physical Damage dealt

Lv2 : +10% Physical Damage dealt

Lv3 : +15% Physical Damage dealt

Lv4 : +20% Physical Damage dealt

Lv5 : +25% Physical Damage dealt

Overwatch : Gambit; Gambit Trigger : Targeted by an enemy 1 times per turn - When taking a defensive position, Technocrats will stand at the ready and fire upon any enemy that enters their line of sight.

Lv1 : Free Ranged Attack before the enemy strikes 10%

Lv2 : Free Ranged Attack before the enemy strikes 20%

Lv3 : Free Ranged Attack before the enemy strikes 30%

Lv4 : Free Ranged Attack before the enemy strikes 40%

Lv5 : Free Ranged Attack before the enemy strikes 50%

Pin Down : Focus 40; Physical Damage + Curse of Roots - "Aim for the legs, their swords will do them no good" - Lord Tygus Steam

Lv1 : 150% Ranged Attack : Can't Melee Attack or Use Melee Skills

65% Success Rate : Until Removed (S)

Lv2 : 150% Ranged Attack : Can't Melee Attack or Use Melee Skills

70.00001% Success Rate : Until Removed (S)

Lv3 : 150% Ranged Attack : Can't Melee Attack or Use Melee Skills

75% Success Rate : Until Removed (S)

Lv4 : 150% Ranged Attack : Can't Melee Attack or Use Melee Skills

80% Success Rate : Until Removed (S)

Lv5 : 150% Ranged Attack : Can't Melee Attack or Use Melee Skills

85% Success Rate : Until Removed (S)

Crippling Shots : Gambit; Increases Critical Power % with Arquebuses - A trained marksman can bring down the biggest foe with one shot.

Lv1 : +15% Critical Power %

Lv2 : +30% Critical Power %

Lv3 : +45% Critical Power %

Lv4 : +60% Critical Power %

Lv5 : +75% Critical Power %

Fast Hands : Gambit; Gambit Trigger : Perform a Pistol attack "You're no daisy" - Doctor Edmond Holliday

Lv1 : Strike first 15%

Lv2 : Strike first 20%

Lv3 : Strike first 255%

Lv4 : Strike first 30%

Lv5 : Strike first 35%

Ranged Dual Wield : Passive; Learn Ranged Dual Wield - Dual wielding pistols is far superior to any other ranged weapon in terms of number of shots fired.

Lv1 : Add Ranged Dual Wield to known styles

Called Shot : Passive; Physical Damage + Wound - By targeting specific weak points in an enemy, this shot can cause wounds that are difficult to heal.

Lv1 : 200% Ranged Attack : Can't Recover Life

90% Success Rate : Until Removed (S)

Lv2 : 200% Ranged Attack : Can't Recover Life

100% Success Rate : Until Removed (S)

Lv3 : 200% Ranged Attack : Can't Recover Life

110% Success Rate : Until Removed (S)

Lv4 : 200% Ranged Attack : Can't Recover Life

120% Success Rate : Until Removed (S)

Lv5 : 200% Ranged Attack : Can't Recover Life

130% Success Rate : Until Removed (S)

NATURAL SCIENCE
Natural Science : Passive; Increases Magic Defense - "The more I learned about science, the harder it was to believe in magic" - Doctor Annabelle Locke

Lv1 : +5% Magic Defense

Lv2 : +10% Magic Defense

Lv3 : +15% Magic Defense

Lv4 : +20% Magic Defense

Lv5 : +25% Magic Defense

Chemistry : Passive; Bonus Life recovered when using Items - Chemistry has taken the scientific world by storm as of late, new discoveries in the field are making old medicines and remedies even more powerful.

Lv1 : +10% Life healed

Lv2 : +20% Life healed

Lv3 : +30% Life healed

Lv4 : +40% Life healed

Lv5 : +50% Life healed

Biology : Passive; Increases Ailment resistance - A natural science that seeks to understand life and how all creatures function.

Lv1 : +5 Ailment Resist %

Lv2 : +10 Ailment Resist %

Lv3 : +15 Ailment Resist %

Lv4 : +20 Ailment Resist %

Lv5 : +25 Ailment Resist %

Physics : Passive; A deep understanding of Physics has given some Technocrats near immunity to most magic.

Lv1 : +3 Magic Resist %

Lv2 : +6 Magic Resist %

Lv3 : +9 Magic Resist %

Lv4 : +12 Magic Resist %

Lv5 : +15 Magic Resist %

Wonder Cure : Focus 20/10; Cleanse - Some Technocrats wander from town to town peddling potions they claim will cure any disease or ailment.

Lv1 : Remove all Ailments (S) : Focus 20

Lv2 : Remove all Ailments (S) : Focus 10

Shock Glove : Focus 30; Magical Damage + Paralyze - A glove wired up to a small capacitor can deliver a shock strong enough to paralyze an enemy.

Lv1 : 100% Melee Attack Can't Act or Defend : 110% Success Rate : 2 turns (S)

Lv2 : 100% Melee Attack Can't Act or Defend : 120% Success Rate : 2 turns (S)

Lv3 : 100% Melee Attack Can't Act or Defend : 130% Success Rate : 2 turns (S)

Lv4 : 100% Melee Attack Can't Act or Defend : 140% Success Rate : 2 turns (S)

Lv5 : 100% Melee Attack Can't Act or Defend : 150% Success Rate : 2 turns (S)

Charged Bangle : Gambit; Gambit : Turn begins - A clever gadget that pumps electricity into the Technocrat's body.

Lv1 : Gain 15 Focus 10%

Lv1 : Gain 15 Focus 20%

Lv1 : Gain 15 Focus 30%

Lv1 : Gain 15 Focus 40%

Lv1 : Gain 15 Focus 50%

Hyper Potion : Focus 40; Focus Might + Focus Power - Mysterious potion that can even the odds when Technocrats face strong enemies.

Lv1 : Physical Damage/Magical Damage : 2 turns (S)

Lv1 : Physical Damage/Magical Damage : 3 turns (S)

Lv1 : Physical Damage/Magical Damage : 4 turns (S)

Lv1 : Physical Damage/Magical Damage : 5 turns (S)

Lv1 : Physical Damage/Magical Damage : 6 turns (S)

Magnetic Inverter : Gambit; Gambit Trigger : Struck by an enemy - "The more we shot our arrows into him, the stronger the damn Gnome got, I can't stand Gnomes" - Lord Sethwell Sylvar.

Lv1 : Ignores Damage and convert 50% to Healing for your row

Arc Blaster : Focus 40; Magical Damage + Kill - "The energy emitted was powerful enough to melt flesh and sometimes incinerate the target completely" - Doctor Maryanne Curie

Lv1 : 270% Magic Power : 30% Success Rate (S)

Lv2 : 290% Magic Power : 30% Success Rate (S)

Lv3 : 310% Magic Power : 30% Success Rate (S)

Lv4 : 330% Magic Power : 30% Success Rate (S)

Lv5 : 350% Magic Power : 30% Success Rate (S)

ENGINEERING
Engineering : Passive; Increases Intelligence - Technocrats use their engineering skills to create gadgets that aid them on their adventures.

Lv1 : +2 Intelligence

Lv1 : +4 Intelligence

Lv1 : +6 Intelligence

Lv1 : +8 Intelligence

Lv1 : +9.999999 Intelligence

Flashbang : Focus 30; Curse of Blindness - A bright light erupts and temporarily disorients enemies caught in its blast.

Lv1 : -40% Accuracy : 50% Success Rate : 3 Turns (R)

Lv2 : -40% Accuracy : 60% Success Rate : 3 Turns (R)

Lv3 : -40% Accuracy : 70.00001% Success Rate : 3 Turns (R)

Lv4 : -40% Accuracy : 80% Success Rate : 3 Turns (R)

Lv5 : -40% Accuracy : 90% Success Rate : 3 Turns (R)

Explosives : Passive; Increases Magic Power when using Explosives - Explosive gadgets are a common part of any Technocrat's arsenal.

Lv1 : +5% Magic Power

Lv2 : +10% Magic Power

Lv3 : +15% Magic Power

Lv4 : +20% Magic Power

Lv5 : +25% Magic Power

Dapper Goggles : Passive; Increases Perception - Goggles are an important part of any fashion conscious Technocrat's attire.

Lv1 : +2 Perception

Lv2 : +4 Perception

Lv3 : +6 Perception

Lv4 : +8 Perception

Lv5 : +9.999999 Perception

Attackbot : Focus 40; Magical Damage + Curse of DeBarrier + Curse of DeGuard - Small automation attached to an ethereal capacitor.

Lv1 : 160% Magic Power : 2 attacks on random enemies

-25% Magic Defense : 30% Success Rate : 3 turns

-25% Physical Defense : 30% Success Rate : 3 turns

Lv2 : 160% Magic Power : 2 attacks on random enemies

-25% Magic Defense : 40% Success Rate : 3 turns

-25% Physical Defense : 40% Success Rate : 3 turns

Lv3 : 160% Magic Power : 2 attacks on random enemies

-25% Magic Defense : 50% Success Rate : 3 turns

-25% Physical Defense : 50% Success Rate : 3 turns

Lv4 : 160% Magic Power : 2 attacks on random enemies

-25% Magic Defense : 60% Success Rate : 3 turns

-25% Physical Defense : 60% Success Rate : 3 turns

Lv5 : 160% Magic Power : 2 attacks on random enemies

-25% Magic Defense : 70% Success Rate : 3 turns

-25% Physical Defense : 70% Success Rate : 3 turns

Poison Grenade : Focus 40; Magical Damage + Poison - Filled with a dangerous poison gas, these grenades can wear down the toughest of enemies.

Lv1 : 80% Magic Power : Deals 200 Physical Damage per turn : 80% Success Rate : Until Removed (R)

Lv2 : 90% Magic Power : Deals 400 Physical Damage per turn : 80% Success Rate : Until Removed (R)

Lv3 : 100% Magic Power : Deals 600 Physical Damage per turn : 80% Success Rate : Until Removed (R)

Lv4 : 110% Magic Power : Deals 800 Physical Damage per turn : 80% Success Rate : Until Removed (R)

Lv5 : 120% Magic Power : Deals 1000 Physical Damage per turn : 80% Success Rate : Until Removed (R)

Sleep Grenade : Focus 40; Magical Damage + Curse of Sleep - These grenades can put an enemy out of commission long enough for the Technocrat to escape.

Lv1 : 90% Magic Power : Can't Act or Defend, Damage awakens : 80% Success Rate : 3 turns (R)

Lv2 : 100% Magic Power : Can't Act or Defend, Damage awakens : 80% Success Rate : 3 turns (R)

Lv3 : 110% Magic Power : Can't Act or Defend, Damage awakens : 80% Success Rate : 3 turns (R)

Lv4 : 120% Magic Power : Can't Act or Defend, Damage awakens : 80% Success Rate : 3 turns (R)

Lv5 : 130% Magic Power : Can't Act or Defend, Damage awakens : 80% Success Rate : 3 turns (R)

Head Lamp : Passive; Better Rare yields from Hunt, Gather, Mine - A small light strapped to the head or the Technocrat's goggles.

Lv1 : +2% Rare yields, does not stack

Lv2 : +4% Rare yields, does not stack

Lv3 : +6% Rare yields, does not stack

Lv4 : +8% Rare yields, does not stack

Lv5 : +9.999999% Rare yields, does not stack

Stimbot : Focus 30; Heal Life based on Damage taken in the previous turn - This automation is armed with potent triage medicine that is very effective on recently sustained wounds.

Lv1 : 20% Damage from previous turn Healed (S)

Lv2 : 40% Damage from previous turn Healed (S)

Lv3 : 60% Damage from previous turn Healed (S)

Lv4 : 80% Damage from previous turn Healed (S)

Lv5 : 100% Damage from previous turn Healed (S)

Aeolopile : Focus 40; Magical Damage - A small explosive grenade that spews steam and sharpnel into enemies within its blast radius.

Lv1 : 210% Magic Power (R)

Lv2 : 220% Magic Power (R)

Lv3 : 230% Magic Power (R)

Lv4 : 240% Magic Power (R)

Lv5 : 250% Magic Power (R)

Arcane Disruptor : Focus 50; Barrier and Guard - "The Wu Jen Sorcerer flung his spells at me, but my invention absorbed all of his magic"

Lv1 : +25% Magic Defense and +25% Physical Defense : 3 turns (R)

Lv2 : +25% Magic Defense and +25% Physical Defense : 4 turns (R)

Lv3 : +25% Magic Defense and +25% Physical Defense : 5 turns (R)

Lv4 : +25% Magic Defense and +25% Physical Defense : 6 turns (R)

Lv5 : +25% Magic Defense and +25% Physical Defense : 6.999999 turns (R)

Clockwork Spider : Focus 50; Magical Damage + Poison - A dangerous automaton that runs on a capacitor and attacks with poisonous pincer.

Lv1 : 175% Magic Power : Deals 750 Physical Damage per turn : 110% Success Rate : Until removed (S)

Lv2 : 175% Magic Power : Deals 750 Physical Damage per turn : 120% Success Rate : Until removed (S)

Lv3 : 175% Magic Power : Deals 750 Physical Damage per turn : 130% Success Rate : Until removed (S)

Lv4 : 175% Magic Power : Deals 750 Physical Damage per turn : 140% Success Rate : Until removed (S)

Lv5 : 175% Magic Power : Deals 750 Physical Damage per turn : 150% Success Rate : Until removed (S)

Key
(S) - S ingle (attack a single enemy)

(R) - R ow (attack a row of enemies)

(A) - A ll (attack all enemies

Archaeologist| Geo Templar | Mendicant | Ninja | Ronin | Sohei | Soul Caller | Stormseeker | Technocrat | Warlord