Tinkering
Tools, jewelry, locks and the shard's specialist kit: skinning knives, spyglasses, sextants, siege cannons.
Overview
Tinkering builds every other crafter's tools and a long list of shard-specific gear.
What It Does
- Tools, jewelry, locks and clocks from ingots up to valorite 99 and Perilite 99 (Perilite jewelry).
- Enchanted Skinning Knife (30 to 80): 3 iron ingots. The only way to skin.
- Spyglass (55 to 105): 4 iron. Grappling Hook (100): 5 iron.
- Arcane Ring, Necklace and Earrings (120): 10 valorite each.
- Siege Cannon Deed (100, plus 100 Blacksmithy): 100 valorite. Siege Repair Deed: 25 iron.
- Corsair's Sextant (100): 10 iron, 2 diamonds and a Doubloon. Fine Lockpicks (100): 10 gold ingots, 5 emeralds and a Shadow Coin; never break, 100 charges, worth about 20 Lockpicking.
On Perilous Legends
- Every successful craft rolls for a Crafting Contract: about 1 in 1,000 for Apprentice (50 items), 1 in 2,500 Journeyman (100 items), 1 in 5,000 Grandmaster (250 items), each paying gold and class coins.
- Materials used count toward the Master Crafter leaderboard. Roughly 1 in 500 crafts drops a Guild Crest.
- There is no repair on Perilous Legends; worn gear is replaced or disenchanted. See Disenchanting & Durability.
- The Tinker Quartermaster in Britain has 25 quests and sells Tinkering power scrolls and shadow, gold and verite runic tinker kits.
- Tinker station deeds are sold by the Perilous Vendor.
Classes That Use It
Artisan: every level gives +1% exceptional chance, saves 5% more materials on a failed craft and adds a small chance to double output. Tinker Mastery (level 4 fork, instead of Alchemy) adds +5 effective Tinkering per level.
Training It
Make tools from iron. Tinkers teach it. Champion and Tinker Quartermaster power scrolls take it to 120.