From Dungeons of Dredmor Wiki
"You're armed with the latest in modern steam-powered military hardware. GLORY TO THE EMPIRE! (Tinkering ability will improve your mechanical attacks.)"
|Level||Icon||Name||Increased Stats||Granted Ability||Description|
|1||Tech Scavenger||Passive: Tech Scavenger|
Tinkerer's Goggles recipe Bugged, part of the original mod, left in the code
|Your close affinity with mechanical technology gives you an eye for salvaging quality parts and scrap metal from slain constructs.|
|2||Rocket-powered Punch||+1||Rocket-powered Punch|
Clockwork Grappling Bolt recipe
|You can periodically launch a fist-shaped rocket from your arm-cannon to give wayward brigands and blaggards what-for.|
|3||Rocket Jump||+1||Rocket Jump|
Steam Rocket Bolt recipe
|You learn to propel yourself by detonating an explosive below your feet just as you jump through the air. This attack is bold and may surprise your enemies-- especially if you jump on their heads. Your tinkering skill enhances the bomb blast. Only works in cardinal directions.|
|4||Augmented Limbs||Passive: Clockwork Threshing|
Clockwork Power-limb recipe
|Your steam-powered limbs may automatically go on a destructive rampage in combat and thresh your enemies.|
|5||Parabolic Mecha-stomp||Parabolic Mecha-stomp|
Clockwork Actuators recipe
|You leap into the air and come crashing down. The power of your mechanical limbs rocks the dungeon floor like a small boat on a stormy sea of metaphor.|
|6||Thaumecha-kinetic Damper||+1||Thaumecha-kinetic Damper|
Imperial Clockwork Helm recipe
|Your suit can emit a powerful inertial dampening field that can protect you from projectiles and explosions. This energy shield requires a lot of energy to operate.|
|7||Charge of the Steam Brigade||+1||Charge of the Steam Brigade|
Imperial Clockwork Plate recipe
|By steam-powered rocket boot you propel yourself straight into the heart of the enemy to strike with the force of the Empire's glory! FOR THE QUEEN AND COUNTRY! Only works in cardinal directions, of course.|
 Granted Abilities
|Tech Scavenger||-||25 % chance to proc Tech Scavenge when killing an enemy construct. Constructs will drop either Scrap Iron, Scrap Steel, Copper Scrap Piping, or Aluminum Scrap Piping. Tech Scavenge has an additional 50 % chance to cause constructs to drop Voltaic Cell, Spring-Loaded Power Core, Copper Wire, Brass Mechanisms, and a 10 % chance to drop Diamond, Aetheric Power Cylinder, Self-sealing Stem Bolt, and Slotted Bronze Discs.|
|Rocket-powered Punch||24||Single target ranged spell inflicting 5, ( 5 + ), ( 5 + ) , knocking the enemy back 2 tiles and paralyzing it for one turn. Can also knock back items and furniture. This ability can score critical hits.|
|Rocket Jump||4||Deals damage to the character for 5 and ( 15 + ).
Jumps to a visible block any distance (or onto the same tile the character's standing) in any cardinal direction. Deals ( 3 + 2 ) and ( 6 + 4 ) damage first in a cross 1 tile out in each direction, then in a 33 block centered around the character, both from his/her original position. Finally, it has a chance to paralyze enemies in a cross 1 tile out in each direction from the targeted tile. If the targetted tile contained an enemy, it will be damaged for ( 2 + ) and pushed away.
|Clockwork Threshing||-||5% chance on hit to get a free attack against enemies in melee range.|
|Parabolic Mecha-stomp||50||Jumps to a visible tile 2 tiles away in any cardinal direction. Deals ( 4 ) and 2 10 in a 33 block around the characters landing spot potentially shifting the positions of obstacles, walls, or items. Debuffs the character by -100 and -20 for one turn.|
|Thaumecha-kinetic Damper||40||Thaumecha-kinetic Damper is a self-buff, costing 1 every 3 turns to keep up and provides the following benefits: +4 +4 +8 +4. Additionally, each time the character is hit 2 will be drained.|
|Charge of the Steam Brigade||160||Jumps to a visible tile any distance (or onto the same tile the character's standing) in any cardinal direction. A jet of flames shoots out 3 tiles in the opposite direction of the charge, dealing 4 2 on the nearest tile, 2 2 on the middle tile and 1 1 on the farthest. The character is then teleported, knocking aside any enemy landed on.|
If the targeted tile contained a monster, it will be hit for ( 6 + ) and paralyzed for one turn. Adjacent monsters are hit for 20 10 and paralyzed for 5 turns. If the targeted tile contained a monster, it will then be hit for additional 8 ( 20 + ).
Damages for ( 12 + 2 ), ( 12 + 2 ) in a cross 1 tile out in each direction at the targeted tile, then damages for ( 6 + ), ( 6 + ) in a 33 block, then ( 3 + 0.5 ), ( 3 + 0.5 ) in a rough 55 circle, then ( 3 + 0.25 ), ( 3 + 0.25 ) in a 77 circle.