Warper Combat Class Robots

Warpers class adventurer robots are dalmer creations that focalize on the usage of warp technology in combat. They travel the world, to give their help to the Dalmer on the field. 
== Artificer mode ==
These tall robots are the roaming scientists of the Empire, wandering the world, trading their discoveries, and constantly tinkering in new fields of science. The artificer are the foremost passive discoverers of the empire, they will mark locations they discover for adventurers to find when they pop up on their explorers HUD. 
The role of these robots is to:
* Discover, map and appraise resources of the terrain.
* Discover and experiment with any and all ingredients found on the terrain.
* Discover and experiment on new fields.
* Acquire sources of wealth on the terrain and resell them at a reduced price back on the universal market. The sourcing must be limited, leaving enough for the resource to regrow.
* Acquire all technology pertaining to the dalmer and return it to its owner or the universal market. Any previously unknown technologies are to be reverse engineered and added to the public library system.
* To invest in noteworthy businesses in order to fluidify trade and to ensure the respect of guest theory (for example, ore veins that appear naturally are not marked by the Artificer do not appear on the Dalmer HUD, and thus cannot be mined)
== Handy mode ==
Focuses on protection, resistance, recycling energy, and utilities. One of the least offensive adventure classes, its focus is mainly on individual protection.
Technology in this class change the area around the caster so normal physical damage no longer wounds him. 
The usefulness of the class in the art of war was illustrated in the Laketown invasion when the Dalmer forces used it to outwit an orc invasion by sending an entire army underneath the lake to take the city from within.
Typically, these technologies boil down into the following types: shielding, changing weights, water effects, actions on locks and movement through the air.
Active Energy shield: There are two types of active shielding technologies: one simply protects the caster from a proportion of physical damage, and the other does this but also adds extra protection against a particular elemental attack. This technology provides a low, temporary, but better than nothing level of protection. The technology is deceptively bad, because even basic steel armor provides more armor protection because no armor can be worn (but clothes can) for the technology to function, meaning giving up the additional damage protection all armor provides. With both the Stability and Dual Warping addons, these charges reach 3 minutes, and provide a larger armor bonus than the average heavy armor. The levels of power is graded as Oak, Stone, Iron, and Mithril.
Pressure field: Augments or reduces weight in a field. Weight-changing fields can produce a "Feather" effect that reduces the weight of any items carried, or a "Burden" effect that increases their weight. With this technology, paralysing fields can slow down entire groups of enemies. Mass Muscle Paralyzers are a type of offensive grenade that locks muscles into place, derived from pressure field technology.
Magical/Percussive/Energy Resistance: Can provide up to a passive 30% bonus.
Energy Absorption: Allows the Dalmer on the field to convert harmful attacks into usable Warp Charge.
Utility technology: The effects of Handy class technologies are among the most useful, with technologies that allow the caster to breathe underwater or to walk on its surface. Also in this class is a technology that enabled a field that surrounds the caster, allowing it to swim more quickly.
There are three technologies that change the caster's motion through the air. One greatly increases the power and range of leaps, making genuinely superhuman jumps possible. The second effect reduces the speed at which the target falls, eliminating all falling damage. The third effect is genuine levitation, allowing the target to move freely through the air. These effects have all fallen afoul of the Weightless Field Ban (a law passed throughout the Empire which outlawed the use of levitation technology), and are no longer used.
The other utility technologies are Candlelight, Waterbreathing, Telekinesis, Detect Life and Detect HP, all of general use when exploring.
Metal Transmute: Allows the user to turn Iron Ore into Silver Ore and Silver Ore into Gold Ore.
The technology can also be used on locks, whether to open them or secure them.
== Summoner mode ==
The Summoner class is one of the warp classes for dalmer WCC robots, it is the school dedicated to summoning allies or objects the Summoner desires. Increasing this skill greatens the number of warp charges the Summoner is allowed to use.
The Summoner class governs raising the dead or summoning allies from the imperial arsenal.
Summoner technology is the art of summoning allies or items from elsewhere. 
This technology can be used to summon a wide range of allies, weapons and armor. A further type of technology grants the power to create undead (through the use of UC’s), until those were reassigned to be uniquely medical technologies.
Summoned allies fall into three groups. There are technologies that call a robot, from weak models such as police bots to more powerful ones like Integrated Combat Domination Machine. Others insert UC’s or animi (specifically ghosts and spirits) into corpses to make undead servants such as skeletons or wraiths.
Summoned weapons and armor are dependent of what's in the Dalmer SSP, although the timer technology often makes these items not as strong as normal items.
These summoned objects and allies are “anchored” and have a time limit after which they return to their original storage space. This is to avoid the technology falling into the wrong hands or be left laying around.
Dual wielding: Dual using the technology overcharges it, allowing it to last longer.
Soul Stealer: Bound weapons cast Soul Trap on targets.
Obliviate Binding: Bound weapons will banish summoned creatures and turn raised ones.
Necromancy: Greater duration for reanimated corpses. Dark Souls allow the reanimated undead to have more health and durability.
Summoner: Can summon allies or raise undead three times as far away. Summancy allows double duration for summoned allies, Elemental Potency technology makes summoned allies more powerful, Twin Souls technology allows the user to have two allies or reanimated corpses at the same time.
Summon: summons an ally or machine such as a Police Bot to fight for the summoner. Reanimation: is the forceful placing of an animus into a corpse to fight for the reanimator. 
Due to power limitations, users can only have one summoned or reanimated entity at a time, two with the Twin Soul technology.
Banish: Banishing technology forcefully returns summoned or reanimated allies back to respectively the PSS or Animus container.
Command: this technology forcefully places summoned entities under the users control.
Bound Weapon: conjures a weapon to the users hand. With a few addons that are available at even a low level, bound weapons become very powerful.
Soul Trap: Important to anyone with weapons or items that use power. 
== Pacifier Mode: ==
This mode uses a strong shield and non lethal projectile weaponry. The mode is specifically designed for situations where WCC robots fill a police role. 
Pacifier Grenade: 
Shield
Muscle paralyzer
== Technology ==
Firebolter/Cryobolter/Energybolter: glove mounted projectile weapon that fires plasmic energy in the form of extreme heat, cold or electric rounds. Spray, Missile, Rune, Area Missile, Cloak, Heavy Missile, Wall, Storm: the different types of ammunition used by the three Bolters. Cloak requires the user to shoot itself to activate the offensive protection technology. 
Anti Projectile Ward:
Steed Vehicle:
Deterrence Rune:
Combat Drone:
Scout Drone:
Active Hydrophobic field:
Active breathing field:
Fixed light:
Undead repulsor:
Animi capture:
Mechanimal Command:
Vulneraliser: degrades metal and natural resistances to plasmic energy. 
Valuable resonance detector: detects small metal objects such as coins, keys, nails etc.
Aggression detector: by detecting the HP exuding of enemies, the HUD connected to the tablet can determine aggression in creatures near the user. 
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