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Available Tags and Recipes
Skills
Scientist Mechanist
Concentrating on tools, gears, levers, and machine ideals, the scientist mechanist is a creator of unique and unusual inventions within Thrael. The mechanist's skill with anything mechanical is just short of amazing, and they are handy to have in the fray with their exploding devices and whirling gizmos. Whether it is the relative simplicity found in a locked box's trap, or the complexity of a flying machine, it is well known by all that a mechanist is the master of his domain.
The scientist relies on its mechanism weapons offensively and its evasion defensively. Scientists should concentrate on dexterity and reasoning.
Mechanist Scientists start with 1 tag set. An additional tag set is available at level 15. Scientist Mechanists choose from Physics, Chemistry, or Invention, and cap at 3.
Certain tags grant access to certain recipes, which are learned along with the tag.
Click on the column header to sort by that column, or click on the tag name to see details about that tag. For an explanation of tags and their use, see the Tags page. For a complete list of recipes, see the Recipes page.
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Name |
Type |
Info |
Invention |
Recipe Category |
These recipes are available to mechanists that have taken the scientist specialization. The recipes may be displayed with the recipes or recipes full command.
Name |
Tool |
Ingredients |
Description |
Advanced Bolt Clip |
Workbench |
Two plates
Two screws
One spring |
Creates a bolt clip that can be opened by anyone with sufficient mechanical skill without the use of tools. The boltclip may also take infinite piles of ammo, obviating the need to reload the clip itself. |
|
Chemistry |
Tag |
These tags are available to Scientist Mechanists. Their abilities may be displayed with the Abilities command.
Name |
Requirements |
Cost |
Description |
Chemistry |
10 Alchemy |
None |
The scientist learns various chemical properties and how to combine them, giving it greater options for alchemy. This tag is required to learn all other chemistry tags. |
|
Invention |
Tag |
These tags are available to Scientist Mechanists. Their abilities may be displayed with the Abilities command.
Name |
Requirements |
Cost |
Description |
Invention |
10 Mechanisms |
None |
The scientist learns various mechanical theories, allowing it to create a variety of devices to assist it and others. This tag is required to learn other invention tags. |
Utility |
20 Mechanisms |
Passive |
The scientist gains the ability to harvest traps it recovers and turn them into potent weapons. |
Craft Advanced Boltclip |
50 Mechanisms |
Passive |
This is an inherent ability granted by the Invention tag and does not need to be learned separately. The scientist can create advanced boltclips for autocrossbows that do not require tools, take roundtime to open, or require that one be a mechanist to open. |
|
Physics |
Tag |
These tags are available to Scientist Mechanists. Their abilities may be displayed with the Abilities command.
Physics may be learned from Lars in the Tower of Dhond.
Name |
Requirements |
Cost |
Description |
Physics |
- |
Passive |
Allows the scientist to learn other physics tags. |
Superior Lockpicker |
10 Lockpicking |
Passive |
Understanding the inner workings of locks, the scientist learns to pick them considerably faster while losing none of the benefits. |
Marksman |
30 Archery |
1 stamina per attack |
Through considerable practice, the scientist learns to account for various conditions, increasing its accuracy with crossbows, merchanisms, and firearms. The bonus scales with the Mechanisms skill and the Reasoning stat. |
Reactive Efficiency |
50 Mechanisms |
Passive |
The scientist applies its understanding of the capabilities of its own body to respond to threats in the most efficient manner possible, granting it a passive physical bonus to the Reflexes stat. This bonus scales with Mechanisms skill and the Reasoning stat. |
Adrenal Stimulation |
70 Mechanisms |
10 willpower |
The scientist uses its superior understanding of the body to willfully release adrenalin, restoring some stamina. |
Mechanical Advantage |
110 Mechanisms |
1 stamina per dodge |
By understanding the mechanics of bodily motion, the scientist learns to anticipate incoming attacks and respond accordingly, granting it a second chance at defense using its Mechanisms skill and Reasoning stat. The scientist also gains an increase to its resistance to physical damage that scales with Mechanisms and Reasoning, but is disrupted by any armor heavier than scale. This is an armor resistance effect. |
Analytical Mind |
130 Mechanisms |
20 willpower |
The scientist focuses its mental faculties upon enhancing its capacity to understand the physical mysteries of the world. The bonus to skill gain scales with the Mechanisms skill and the Reasoning stat. |
Fastload |
150 Mechanisms |
1 stamina per regenerative cycle |
The scientist pushes its physical limits to reduce the reloading time of autocrossbows and firearms by 1 second. |
Kel's Theorem |
170 Mechanisms |
5 Willpower |
The scientist imposes its understanding of the mundane laws of reality to dispel magickal effects on its person. |
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Skills
Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.
Skill |
Value |
Alchemy |
Very Good |
Animal Handling |
Bad |
Archery |
Very Good |
Armor |
Very Bad |
Channeling |
Bad |
Conditioning |
Good |
Enchanting |
Bad |
Evasion and Dodging |
Very Good |
First Aid |
Bad |
Fishing |
Normal |
Focus |
Bad |
Foraging |
Normal |
Gnosis |
Good |
Kinesis |
Bad |
Larceny |
Very Bad |
Lockpicking |
Very Good |
Lore |
Good |
Mechanisms |
Very Good |
Melee Weapons |
Normal |
Metallurgy |
Normal |
Observation |
Normal |
Outdoorsman |
Bad |
Parry |
Normal |
Shields |
Normal |
Skinning |
Normal |
Sorcery |
Bad |
Stealth |
Very Bad |
Tactics |
Good |
Thrown Weapons |
Normal |
Unarmed Combat |
Bad |