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

  • An Ust is required for salvaging materials for tinkering.  An Ust may be purchased at any of the following locations:

    • Al-Arqas

    • Cragstone

    • Hebian-To

    • Holtburg

    • Lytelthorpe

    • Nanto

    • Oolutanga's Refuge

    • Rithwic

    • Samsur

    • Shoushi

    • Yanshi

    • Yaraq

    • Zaikhal

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):

    • Iron Helm (4)

    • Iron Sword (6)

    • Iron Ring (9)

    • Iron Bracelet (7)

    • Iron Ring (7)

    • Iron Gorget (6)

    • Iron Gorget (8)

    • Iron Dagger (5)

    • Iron Broadsword (10)

    • Iron Bagha (2)

    • Iron Helm (8)

    • Iron Spear (8)

    • Iron Rapier (7)

    • Iron Necklace (8)

    • Iron Sword (5)

    • 4+6+9+7+7+6+8+5+10+2+8+8+7+8+5=100, divided by 15 items = 6.67 quality of salvage

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 TypeAttribute FormulaSalvage Bag Color
Armor(Focus + Endurance) /2Purple
Item(Focus + Coordination) /2Green
Magic Item(Focus)Blue
Weapon(Focus + Strength) /2Red
SpecialNo skill requirementTurquoise
No Apparent UseN/ABrown

  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:

    • SalvageQuallity is less than ItemQuality - 2

    • SalvageQuality is greater than ItemQuality - 4

  • 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 TypeBase MultiplierMax % to SucceedEffect
Alabaster1199.9Increases Armor's Piercing Protection by .2
Armoredillo Hide1199.9Increases Armor's Acid Protection by .2
Bronze1199.9Increases Armor's Slashing Protection by .2
Ceramic1199.9Increases Armor's Fire Protection by .2
Marble1199.9Increases Armor's Bludgeoning Protection by .2
Peridot2033.3IMBUE target with +1 Melee Defense
Reedshark Hide1199.9Increases Armor's Lightning Protection by .2
Steel1299.9Increase to Armor Level by 20
Wool1199.9Increases Armor's Cold Protection by .2
Yellow Topaz2033.3IMBUE target with +1 Missile Defense
Zircon2033.3IMBUE target with +1 Magic Defense

Item Tinkering Details

  These effects work on pretty much any treasure-generated loot item.

Salvage TypeBase MultiplierMax % to SucceedEffect
Copper1599.9Changes Missile Defense Requirement to Melee Defense
Ebony1299.9Changes Heritage Requirement to Gharu'dim
Gold1099.9Raises Item's Value by 25%
Linen1199.9Reduces Item's Burden by 25%
Moonstone1199.9Increases Item's Maximum Mana by 100
Pine1199.9Reduces Item's Value by 25%
Porcelain1299.9Changes Heritage Requirement to Sho
Silk15?99.9Removes the Rank Requirement, making difficulty (Arcane Lore Requirement) equal to spellcraft
Silver1599.9Changes Melee Defense Requirement to Missile Defense
Teak1299.9Changes 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

Salvage TypeBase MultiplierMax % to SucceedEffect

Usable On

Agate2033.3IMBUES target with Minor FocusJewelry
Azurite2033.3IMBUES target with Wizard's IntellectJewelry
Black Opal2033.3IMBUES target with Critical Strike

Weapons, Wands

Bloodstone2533.3IMBUES target with Minor EnduranceJewelry
Carnelian2533.3IMBUES target with Minor StrengthJewelry
Citrine2533.3IMBUES target with Minor Stamina GainJewelry
Fire Opal2033.3IMBUES target with Crippling BlowWeapons, Wands
Hematite2533.3IMBUES target with Warrior's VitalityJewelry
Lapis Lazuli2533.3IMBUES the target with Minor SelfJewelry
Lavender Jade2533.3IMBUES the target with Minor Mana GainJewelry
Malachite2533.3IMBUES the target with Warrior's VigorJewelry
Opal1199.9Increases Mana Conversion Bonus by +1Wands
Red Jade2533.3IMBUES the target with Minor Health GainJewelry
Rose Quartz2533.3IMBUES the target with Minor QuicknessJewelry
Smokey Quartz2533.3IMBUES the target with Minor CoordinationJewelry
Sunstone2033.3IMBUES the target with Armor RendingWeapons, Wands

Weapon Tinkering Details

Notes:

  • SEVERAL OF THESE TINKERING EFFECTS HAVE ONLY A 33% MAXIMUM CHANCE OF SUCCESS

  • Remember, only one IMBUE per item!

Salvage TypeBase MultiplierMax % to SucceedEffect
Aquamarine2033.3IMBUES target with Cold Rending
Black Garnet2033.3IMBUES target with Pierce Rending
Brass1199.9Increases any Weapon's Melee Defense Bonus by +1%
Emerald2033.3IMBUES target with Acid Rendering
Granite1199.9Improves Melee Weapon's Variance by +20%
Imperial Topaz2033.3IMBUES the target with Slash Rendering
Iron1299.9Increases Melee Weapon's Max Damage by +1
Jet2033.3IMBUES target with Lightning Rending
Mahogany1299.9Increases Ranged Weapon's Damage Modifier by +4%
Oak1099.9Decreases Weapon Speed by 50
Red Garnet2033.3IMBUES target with Fire Rending
Velvet1199.9Increases Melee Weapon's Attack Skill bonus by +1%
White Sapphire2033.3IMBUES target with Bludgeon Rending

Special Tinkering Details

Notes:

  • These items can be performed by any player regardless of whether they have any tinkering skills trained.

  • There is no chance of failure when using these effects.

Salvage Type% to SucceedEffect
Ivory100Allows No-Drop No-Give Items to be givable, but only usable by that player
Leather100Renders an item "Retained" (Retained items cannot be salvaged or sold to vendors.)

 

 

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