| The Spectre's Guide to the Art of Tinkering For the most accurate figure when attempting any of these tinkering effects, try Caerthalion's Tinkering Calculator or to Chez Bakeur (once he gets Tink It! back up and available.) For the very latest skill modifiers, check with Surge on his tinkering research page. RESTRICTION: None (Skill Based) The Story So Far... As the intrepid people of Dereth have grown and learned new skill since coming here, there have been many breakthroughs in the ability to protect oneself. The latest trick discovered is the Art of Tinkering. With this ability, what is useless can now be salvaged and become worth something. Step 0: Preparation Step 1: Salvaging Materials Salvaging high-quality materials is essential to ensure the success of this venture. The higher a quality the material is, the better your salvage will be, and the more units of material you can possibly get out of the item. When salvaging, the amount of salvage recovered is based upon the user's highest tinkering skill and the quality of the item. The better the quality and skill, the more units of salvage recovered. If you do not have a tinkering skill you can still salvage materials, but you will not receive the maximum number of units for them. To use the Ust, simply double-click on it, then drag and drop any item(s) you wish to salvage. A couple of notes here: You can only salvage one type of material at a time. When you get to 100 units, the salvage is ready to be used for tinkering. Any items over 100 units will be lost, so try to get to exactly 100 to save salvage materials. The final quality of the salvage is based on the average of all items salvaged, for example (assuming max units made):
Step 3: Tinkering an item There are quite a few rules regarding tinkering, so let's go ahead and cover those first: There is always a chance of failure when tinkering an item. If you absolutely cannot loose the item, do not tinker it. The higher your skill, the better the chance of success The higher the quality of the salvage, the better your chance of success The LOWER the quality of the item to tinker, the better your chance of success The more times you tinker an item, the more difficult it gets to succeed Items may be tinkered a MAXIMUM of ten times An item can only be given an imbue once. Different salvage materials have different chances for success All IMBUES have a 33% maximum chance to succeed, so divide you chance by 3 Items imbued with Armor Rending, Critical Strike, Crippling Blow, or a damage rending type do extra damage based on skill level. Click here for a chart of these effects.
Ok, so the act of tinkering is pretty simple. Buff up your skills, arm your focusing stone and any major or minors you have in the appropriate skill, double-click on the salvage, then the item you want to tinker. You will be asked if you are sure. Say yes, and a area message will say whether or not you were successful. (The area message is to prevent people from lying to you about whether or not they succeeded.) For the most accurate figure when attempting any of these tinkering effects, try Caerthalion's Tinkering Calculator or to Chez Bakeur (once he gets Tink It! back up and available.) For the very latest skill modifiers, check with Surge on his tinkering research page. Tinkering Skills Ok, now that we know how to tinker, let's talk about the skills. Here are the definitions of each type of tinkering | Tinker Type | Attribute Formula | Salvage Bag Color | | Armor | (Focus + Endurance) /2 | Purple | | Item | (Focus + Coordination) /2 | Green | | Magic Item | (Focus) | Blue | | Weapon | (Focus + Strength) /2 | Red | | Special | No skill requirement | Turquoise | | No Apparent Use | N/A | Brown |
For the mathematically inclined, here is the formula created by Gouru that provides a good estimate of your chances to succeed: difficulty = ((BaseSalvageType + (20*ItemQuality) - (Multiple * SalvageQuality*BaseSalvageType/5)) * TinkerAttempt) BaseSalvageType is included where available in the tables below ItemQuality is the workmanship of the item to be tinkered Multiple is either 2 or 4 as shown: SalvageQuality is the workmanship of the salvage TinkerAttempt is the multiple based on how many times you have tinkered the item, plus the current attempt: 1 - 1.0 2 - 1.1 3 - 1.3 4 - 1.6 5 - 2.0 6 - 2.5 7 - 3.0 8 - 3.5 9 - 4.0 10 - 4.5
As you can see, the formula is quite complicated, and only gives you the skill required as an output. From there you have to calculate your percentage chance to succeed (remembering to divide by 3 for IMBUEs.) Feel free to do the math yourself, but I HIGHLY recommend going to Caerthalion's Tinkering Calculator for an online calculator, or to Chez Bakeur to download the Tink It! Decal plugin. Armor Tinkering Details Notes: SEVERAL OF THESE TINKERING EFFECTS HAVE ONLY A 33% MAXIMUM CHANCE OF SUCCESS Remember, only one IMBUE per item! Covenant Armor cannot be tinkered with Steel.
| Salvage Type | Base Multiplier | Max % to Succeed | Effect |  | Alabaster | 11 | 99.9 | Increases Armor's Piercing Protection by .2 |  | Armoredillo Hide | 11 | 99.9 | Increases Armor's Acid Protection by .2 |  | Bronze | 11 | 99.9 | Increases Armor's Slashing Protection by .2 |  | Ceramic | 11 | 99.9 | Increases Armor's Fire Protection by .2 |  | Marble | 11 | 99.9 | Increases Armor's Bludgeoning Protection by .2 |  | Peridot | 20 | 33.3 | IMBUE target with +1 Melee Defense |  | Reedshark Hide | 11 | 99.9 | Increases Armor's Lightning Protection by .2 |  | Steel | 12 | 99.9 | Increase to Armor Level by 20 |  | Wool | 11 | 99.9 | Increases Armor's Cold Protection by .2 |  | Yellow Topaz | 20 | 33.3 | IMBUE target with +1 Missile Defense |  | Zircon | 20 | 33.3 | IMBUE target with +1 Magic Defense |
Item Tinkering Details These effects work on pretty much any treasure-generated loot item. | Salvage Type | Base Multiplier | Max % to Succeed | Effect |  | Copper | 15 | 99.9 | Changes Missile Defense Requirement to Melee Defense |  | Ebony | 12 | 99.9 | Changes Heritage Requirement to Gharu'dim |  | Gold | 10 | 99.9 | Raises Item's Value by 25% |  | Linen | 11 | 99.9 | Reduces Item's Burden by 25% |  | Moonstone | 11 | 99.9 | Increases Item's Maximum Mana by 100 |  | Pine | 11 | 99.9 | Reduces Item's Value by 25% |  | Porcelain | 12 | 99.9 | Changes Heritage Requirement to Sho |  | Silk | 15? | 99.9 | Removes the Rank Requirement, making difficulty (Arcane Lore Requirement) equal to spellcraft |  | Silver | 15 | 99.9 | Changes Melee Defense Requirement to Missile Defense |  | Teak | 12 | 99.9 | Changes Heritage Requirement to Aluvian |
Magic Item Tinkering Details NOTES: SEVERAL OF THESE TINKERING EFFECTS HAVE ONLY A 33% MAXIMUM CHANCE OF SUCCESS All of these effects except for Opal are IMBUES, so remember, only one imbue per item!! Jewelry Imbues raise the Arcane Lore Requirement of the item by 25 Points
Weapon Tinkering Details Notes: SEVERAL OF THESE TINKERING EFFECTS HAVE ONLY A 33% MAXIMUM CHANCE OF SUCCESS Remember, only one IMBUE per item!
| Salvage Type | Base Multiplier | Max % to Succeed | Effect |  | Aquamarine | 20 | 33.3 | IMBUES target with Cold Rending |  | Black Garnet | 20 | 33.3 | IMBUES target with Pierce Rending |  | Brass | 11 | 99.9 | Increases any Weapon's Melee Defense Bonus by +1% |  | Emerald | 20 | 33.3 | IMBUES target with Acid Rendering |  | Granite | 11 | 99.9 | Improves Melee Weapon's Variance by +20% |  | Imperial Topaz | 20 | 33.3 | IMBUES the target with Slash Rendering |  | Iron | 12 | 99.9 | Increases Melee Weapon's Max Damage by +1 |  | Jet | 20 | 33.3 | IMBUES target with Lightning Rending |  | Mahogany | 12 | 99.9 | Increases Ranged Weapon's Damage Modifier by +4% |  | Oak | 10 | 99.9 | Decreases Weapon Speed by 50 |  | Red Garnet | 20 | 33.3 | IMBUES target with Fire Rending |  | Velvet | 11 | 99.9 | Increases Melee Weapon's Attack Skill bonus by +1% |  | White Sapphire | 20 | 33.3 | IMBUES target with Bludgeon Rending |
Special Tinkering Details Notes: | Salvage Type | % to Succeed | Effect |  | Ivory | 100 | Allows No-Drop No-Give Items to be givable, but only usable by that player |  | Leather | 100 | Renders an item "Retained" (Retained items cannot be salvaged or sold to vendors.) |
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