Inventor is a pale orange dice with dark red-orange dots. She has freckles and two prominent front teeth. She wears orange glasses, red-orange shoes, and dark red-orange gloves. She carries a blue book and a hammer.
She is the fourth character you unlock, after winning (or losing) one of Robot’s episodes. Her playstyle requires extremely careful planning, as she destroys one card to make a new gadget upon winning a fight. She finds extra chests and shops to make up for the consistent loss of cards.
She is extremely curious and eager to explore, rambling and infodumping often about things she is excited about. Social cues can sometimes fly over her head, as she takes phrases literally. She’s very passionate about keeping things fair and in good working order.
Her standard starting equipment are a Hammer, Spanner, and Pea Shooter.
Her starting gadget is a Heat Ray.
Inventor’s limit break and special ability remain the same for all episodes.
Her limit break, Focus, allows her to turn all her unused dice into sixes.
Her special ability doesn’t have one proper name other than “gadgets.” After each successful fight, she will scrap one of her card to make into a gadget that is free to use the next fight. Gadgets vary based on what card is scrapped.
Cards are chosen three at a time, randomly, and from your current hand at the end of the battle. One of these MUST be scrapped to make a new gadget.
List of Gadgets (and what to scrap to make them)
The standard level up HP, Dice, Limit Break amount, EXP, and rewards.
| Level | Max HP | Dice | Limit Break | EXP to Level Up | Additional Level-Up Reward |
| 1 | 24 | 2 | 8 HP | 2 EXP | Extra Dice |
| 2 | 28 | 3 | 9 HP | 4 EXP | Flamethrower OR Doppeldice. |
| 3 | 32 | 3 | 10 HP | 7 EXP | Extra Dice |
| 4 | 36 | 4 | 12 HP | 14 EXP | Copy Equipment OR Upgrade Equipment. |
| 5 | 40 | 4 | 13 HP | 18 EXP | Extra Dice |
| 6 | 44 | 5 | 13 HP | Max Level | N/A |
Episode 1: Enter the Inventor
“Manage your inventory the Inventor-y way: turn those boring old swords and shields into neat little gadgets!” Standard rules apply.
Episode 2: Double Rubble
“There's so much equipment lying around - why make one gadget after each combat when you can make two? Wait, not "can" – "must", that's the word.” Find extra equipment. Start with double equipment, and upgraded Hammers. Make twice as many gadgets.
Starting gadgets are Heat Ray and Jetpack.
When a chest is opened, you find two of the same item.
Special Ability and Limit Break are the same, though you make two gadgets instead of one.
Episode 3: The Inevitability of Rust
“In a damp and grimy dungeon, some of your equipment is bound to break eventually. It's lucky you're so good at improvisation!” All equipment is reuseable. Instead of creating gadgets after each fight, equipment breaks after four uses. Broken equipment immediately becomes a new gadget, which also has four uses.
Starting gadget is Focus. Starting equipment are a Hammer, Duplicate, and Short Sword.
Equipment is marked with a dice face that represents how many uses it has left.
Reward upon reaching level 3 is replaced with choice of Grindstone OR Doppeldice.
Episode 4: The Elimination Round
“You've got your usual equipment, usual health, everything. It's a shame all your enemies have extra health and upgraded weapons.” Enemies get 10% extra health. All enemy equipment is upgraded. Standard rules apply.
Rewards are the same as Episode 1.
Episode 5: Parallel Universe
“Woah, everything's different!” Enemies get 10% extra health. Status effects work differently. All of the equipment has been changed.
Starting gadget is Replicate. Starting equipment changes to Screwdriver, Scrap Club, and Capacitor.
Reward upon reaching level 3 is replaced with choice of Molotov Cocktail OR Doppeltwice.
Episode 6: Bonus Round
“Everything's back to normal again! Until you go down a floor - the further you go into the dungeons, the more the rules change...” Start with standard rules. Gain bonus rules as you descend further.
Starting gadget is Replicate.
Starting equipment is replaced with Spanner and Capacitor, as well as your choice of one card from 2 (or 3, if hard mode is available) of the following:
Backstage
Inventor’s equipment consists of Hammer, Spanner, and Pea Shooter.
Initial Description:
"Oh wow, this place is so cool! The doors! The spotlights!
Oops, sorry, I mean, thanks for having me on the show!"
Middle Description:
"Are all these sets on a big rotating stage? How does the shopkeeper move around so fast?
I guess if I win ultimate knowledge, I can find out!"
Endgame Description:
"The closer I look at all these contraptions and gadgets, the more they seem built to stop us from winning.
But that can't be right!"
Post Endgame Description:
"Now that we're not all distracted by trying to escape, maybe I'll finally be able to figure out how this place works!”
Cutscene Dialogue
Backstage/Finale Cutscene Dialogue
Inventor appears to be able to make a gadget out of every card. However, I’m not sure how/where/when she would get her hands on a good handful of them. Cards that are tailored to a specific contestant’s ability (ex: mana for witch, CPU for robot) would be unusable to her. If we disregard the gadget list, her only real limits are said contestant-specific cards- and then we don’t have any other clear cut “inventor” structure to go off of.
If we DO go by her gadget list (lists pretty much all cards attached to one gadget or another), then Inventor can use every single card in the game. For my own sanity, this wiki doesn't take that into account. Do with that what you will.
The following are cards only Inventor can use: