Site Index > Rules > Character > Skills > Crafting > Tinkering |
Tinkering Skills | |
|
This skill allows characters to craft items off the tinkering list, to produce trap tags, and to alter existing magical items.
Description
Tinkering is used for crafting utility items, making encampment items, and producing trap tags. Tinkering can also be used to change (aka "alter") an item from one prop to another prop.
Skill Name | Skill Tree | Prerequisite(s) | Skill Point Cost | Description
|
---|---|---|---|---|
Tinkering Basics | Crafting | None | 4 | Create level 1 tinkering items and trap tags. Alter non-martial weapons, accessories and rings.
|
Tinkering Training
| Crafting | Tinkering Basics | 2 | Create level 2 tinkering items and trap tags. Alter thrown weapons, projectiles, necklaces, rods, and wands.
|
Tinkering Proficiency
| Crafting | Tinkering Training | 3 | Create level 3 tinkering items and trap tags. Alter martial weapons, bucklers, back items, and waist items.
|
Tinkering Expertise
| Crafting | Tinkering Proficiency | 4 | Create level 4 tinkering items and trap tags. Alter javelins, projectile weapons, leg items, head items and arm items.
|
Tinkering Mastery
| Crafting | Tinkering Expertise | 5 | Create level 5 tinkering items and trap tags. Alter great weapons, great javelins, foot items, torso items, slotless items, variable slot items, and shields. |
Effect
Tinkering items and trap tags require a character to have at least the same rank of the tinkering skill to create them; for example, a level 3 trap tag requires Tinkering Proficiency or higher regardless of if you have the production points to make the tag.
Tinkering can also be used to alter items, transferring the properties off one prop and onto a new prop that occupies the same slot, or swapping the properties of two props that use the same slot. You require the following levels of the tinkering skill to alter the listed item types:
- Tinkering Basics: Alterations can be done to non-martial weapons, accessories and rings.
- Tinkering Training: Alterations can be done to thrown weapons, projectiles, necklaces, rods, and wands.
- Tinkering Proficiency: Alterations can be done to martial weapons, bucklers, back items, and waist items.
- Tinkering Expertise: Alterations can be done to javelins, projectile weapons, leg items, head items and arm items.
- Tinkering Mastery: Alterations can be done to great weapons, great javelins, foot items, torso items, slotless items, variable slot items, and shields.
References
Crafting Points
For every skill point spent, the character gains 2 craft points. This can be done up to 10 times for a total of 20 crafting points.
Additional craft points can be acquired through other means and stack with these craft points. There is no cap to how many craft points a player can use during preproduction.
Production Points
Characters use production points during preproduction to produce a variety of different paper consumable items. Consumables produced last until they are used, allowing characters to stock up on tools for future encounters or to barter for other goods.
Tinkering Items
Item Name | Tinkering Level | Crafting Point Cost | Encampment Item | Lootable Item | Description
|
---|---|---|---|---|---|
Light Tube | 1 | 4 | No | Yes | A single bulb flashlight or 1-3 bulb LED light.
|
Lock and Key
| 1 | 4 | No | Yes | A standard pickable lock and a key that can open it.
|
Magic Lock Box Level 1
| 1 | 4 | No | Yes | This ornate box can magic lock itself 2 times per event.
|
Ritual Candle
| 1 | 4 | No | Yes | A specially made candle used in performing rituals.
|
Ritual Quill
| 1 | 4 | No | Yes | Used for the production of level 4 and 5 scrolls and to assemble loot rituals.
|
Grounding Wire
| 2 | 8 | No | Yes | A wire worn about the ankle that prevents one 'Magic!' attack each event.
|
Magic Lock Box Level 2
| 2 | 8 | No | Yes | This ornate box can magic lock itself 4 times per event.
|
Shackles of Grounding
| 2 | 8 | No | Yes | Restrain another character and give them the Grounded condition for as long as they wear this.
|
Magic Lock Box Level 3
| 3 | 12 | No | Yes | This ornate box can magic lock itself 6 times per event.
|
Magic Lock Box Level 4
| 4 | 16 | No | Yes | This ornate box can magic lock itself 8 times per event.
|
Magic Lock Pick
| 4 | 16 | No | Yes | Dispels magic locks or can be used to 'pick' mundane locks 4 times per event.
|
Magic Lock Box Level 5
| 5 | 20 | No | Yes | This ornate box can magic lock itself 10 times per event.
|
Contraption
| Master | 24 | No | Yes | A special type of trap that triggers a beneficial effect instead of a trap tag.
|
Magic Lock Box Level 6
| Master | 24 | No | Yes | This ornate box can magic lock itself 12 times per event.
|
Shrine
| Master | 24 | No | No | A shrine dedicated to one of the gods. |
Encampment Items
Item Name
| Tinkering Level | Crafting Point Cost | Encampment Item | Lootable Item | Description
|
---|---|---|---|---|---|
Anvil of Mend Armor
| 2 | 8 | Yes | No | A party may use this item to cast Mend Armor 10 times per event.
|
Basin of Purify Spirit
| 2 | 8 | Yes | No | Party members can cast purify spirit 6 times per event.
|
Carpet of Dissipate
| 2 | 8 | Yes | No | Allows party members to cast dissipate at the encampment.
|
Font of Insight
| 2 | 8 | Yes | No | Party members can use this to cast diagnosis up to 10 times per event.
|
Workshop
| 2 | 8 | Yes | No | Grants one character 4 additional craft points.
|
Barrier Stone
| 3 | 12 | Yes | No | Party members gain the effects of Improved Magic Armor after 1 minute at the encampment, up to twice per event each.
|
Grounding Stone
| 3 | 12 | Yes | No | Gives everyone at an encampment the Grounded condition.
|
Ritual Archive
| 3 | 12 | Yes | No | A collection of basic rituals that cannot be stolen.
|
Shielding Stone
| 3 | 12 | Yes | No | Party members spending 10 minutes at the encampment gain an Anti-Magic Shield effect.
|
Curtains of Magic Lock
| 4 | 16 | Yes | No | Casts Magic Lock up to 20 times per event.
|
Greater Workshop
| 4 | 16 | Yes | No | One party member gains +8 craft points each event.
|
Music Box of Sanctuary
| 4 | 16 | Yes | No | This music box casts Sanctuary 6 times per event with a special duration.
|
Plating Pool
| 4 | 16 | Yes | No | The party can use a plating pool to cast Enchant Weapon up to 6 times per event.
|
Talisman of Warding
| 4 | 16 | Yes | No | Wraiths, Banshees, and hostile Spirits may not enter the encampment. Living beings are immune to 'Detect!' calls while inside the encampment.
|
Library
| 5 | 20 | Yes | No | The party may make one extra lore request each event.
|
Soothing Masterpiece
| 5 | 20 | Yes | No | The party can use this to cast heal body and mend armor (together) up to 12 times per event.
|
Veil of Warding
| 5 | 20 | Yes | No | Temporarily create a Sanctified or Unhallowed field in the encampment which lasts for 10 minutes up to 6 times per event.
|
Alchemist's Laboratory
| Master | 24 | Yes | No | Gives a Savant +5 Production Points that break cap.
|
Alchemist's Vault
| Master | 24 | Yes | No | A safe location to store alchemical items.
|
Annulment Statue
| Master | 24 | Yes | No | Prevents Sanctify or Unhallow effects in your encampment.
|
Ley Line Beacon
| Master | 24 | Yes | No | When a character uses the Ley Lines spell to travel to this encampment they gain the Dissipated condition on arrival.
|
Ritualist's Vault
| Master | 24 | Yes | No | A safe location to store basic ritual components
|
Scribe's Vault
| Master | 24 | Yes | No | A safe location to store scrolls.
|
Thaumaturge's Vault
| Master | 24 | Yes | No | A safe location to store potions.
|
Totem of Resilience
| Master | 24 | Yes | No | After any party member spends a minute at the encampment this item will cast Resilience on them. |
Traps
Item Name
| Tinkering Level | Crafting Point Cost | Encampment Item | Lootable Item | Description
|
---|---|---|---|---|---|
Trap - Level 1
| 1 | 4 | No | No | This trap can hold 1 trap tag
|
Trap - Level 2
| 2 | 8 | No | No | This trap can hold 2 trap tags
|
Trap - Level 3
| 3 | 12 | No | No | This trap can hold 3 trap tags
|
Trap - Level 4
| 4 | 16 | No | No | This trap can hold 4 trap tags
|
Trap - Level 5
| 5 | 20 | No | No | This trap can hold 5 trap tags
|
Trap - Level 6
| Master | 24 | No | No | This trap can hold 6 trap tags |
Altering Items
Another thing characters with the tinkering skill are capable of doing is altering the prop for an item. They do this using preproduction just like crafting a new item. Alteration allows the character to move the rules/ abilities for an item off of one prop and onto another, or to swap the rules/ abilities of two props with each other. Doing this requires both props use the same item slot and if one of the props has any unusual properties that were a factor in its function/ design, these properties must be present in the new item. If in doubt about if an item has any unusual properties speak to the 1st marshals.
Example: A character has very large bulky bracers they got as loot for an encounter. These bracers are really useful, but uncomfortable to wear. The player wishes to have the bracers tinkered to new easier to wear bracers. However, the bulky nature of the bracers was a factor when rules staff designed what abilities the bracers have. They intentionally made the bracers better than they would have otherwise been to make up for the fact that they were going to be very uncomfortable. These bracers may not be altered with tinkering unless the new bracers are also similarly uncomfortable. |
The cost in craft points and coin to alter an item is based on the maximum craft points that can be allocated when normally crafting an item in the slot the item occupies. To alter an item you pay that same number of craft points.
Slot Craft Points | Coin Cost | Tinkering Skill Needed |
---|---|---|
8 | 80 (Weapon) or 40 (Other) | Tinkering Training |
12 | 120 (Weapon) or 60 (Other) | Tinkering Proficiency |
16 | 160 (Weapon) or 80 (Other) | Tinkering Expertise |
20 | 200 (Weapon) or 100 (Other) | Tinkering Mastery |
24 | 240 (Weapon) or 120 (Other) | Tinkering Mastery |
For the purposes of slotless and variable slot items, the requirement to tinker is 100 coin and Tinkering Mastery.
Because you pay the full cost in craft points and coins, tinkering alteration is only really useful for Epic Items. Otherwise a player is almost always better off crafting a new item with the same abilities, resulting in them having two items (the old one and the new one) instead of one.
Trap Tags
Trap Name | Level | Type | Duration | Scarce | Fragile | Description
|
---|---|---|---|---|---|---|
Hemlock Extract Trap | 1 | Alchemical | Instant | No | No | Deals '4 Poison!' damage.
|
Kazvak Tranquilizer Trap
| 1 | Alchemical | Medium (10 Minutes) | No | No | Inflicts 'Poison Weaken!'.
|
Minotaur Bile Trap
| 1 | Alchemical | Instant | No | No | Inflicts '4 Acid!'.
|
Anesthesia Trap
| 2 | Alchemical | 1 Hour | No | No | Knocks a victim unconscious.
|
Goblin Gas Trap
| 2 | Alchemical | Until Cured | No | No | Inflicts 'Poison!' with no damage.
|
Ratcatcher Trap
| 2 | Alchemical | 1 Hour | No | No | Inflict's the Poisoned condition. If not cured in an hour the victim dies.
|
Caustic Splash Trap
| 3 | Alchemical | Instant | No | No | The victim gains the Leg Wound condition for each leg.
|
Ettercap Web Trap
| 3 | Alchemical | Medium (10 Minutes) | No | No | The victims hands become stuck to the container
|
Glue Trap
| 3 | Alchemical | Medium (10 Minutes) | No | No | Inflicts 'Poison Pin!'
|
Spreading Rot Trap
| 3 | Alchemical | Instant | No | No | Inflicts an Arm Wound condition on the arm closest to the trap.
|
'The Cleaner' Trap
| 3 | Alchemical | Instant | No | No | Inflicts 'Dispel Alchemy!'.
|
Anti-Magic Venom Trap
| 4 | Alchemical | Medium (10 Minutes) | No | No | Inflicts 'Poison Enfeeble!'
|
Corrisive Blast Trap
| 4 | Alchemical | Instant | No | No | Inflicts four hits of '4 Acid!'.
|
Lie Detector Trap
| 4 | Alchemical | Medium (10 Minutes) | No | No | Inflicts the Truthful condition.
|
Nerve Toxin Trap
| 4 | Alchemical | Instant | No | No | Inflicts the <Limb> Wound condition to all four limbs.
|
Red Rage Trap
| 4 | Alchemical | Medium (10 Minutes) | No | No | The victim must attack the first person they see.
|
Healer's Bane Trap
| 5 | Alchemical | Long (Game Day) | No | No | The victim is coated in ethereal sealant.
|
Night-Widow Venom Trap
| 5 | Alchemical | Instant | No | No | Inflict a Torso Wound condition. |
Trap Name
| Level | Type | Duration | Scarce | Fragile | Description
|
---|---|---|---|---|---|---|
Slicing Blade Trap
| 1 | Physical | Instant | No | No | Inflict '4!' damage.
|
Ogre Punch Trap
| 2 | Physical | Instant | No | No | Inflicts '8!' Damage.
|
Scattershot Trap
| 2 | Physical | Instant | No | No | Inflict two hits of '1!' damage each.
|
Tempest Trap
| 2 | Physical | Instant | No | No | This physical trap inflicts a hit of '4 Nature!'
|
Exsanguination Trap
| 3 | Physical | Instant | No | No | Causes the target to start bleeding out.
|
Powder Keg Trap
| 3 | Physical | Instant | No | No | Inflicts '12!' damage.
|
Impaler Trap
| 4 | Physical | Instant | No | No | Inflicts '16!' damage.
|
Giant's Knife Trap
| 5 | Physical | Instant | No | No | Inflicts '4 Slay!' damage
|
Terran Tunnel Digger Trap
| 5 | Physical | Instant | No | No | Inflicts '20!' damage.
|
Piercing Lance Trap
| 5 | Physical | Instant | No | No | Inflicts '4 Pierce!' damage. |
Trap Name
| Level | Type | Duration | Scarce | Fragile | Description
|
---|---|---|---|---|---|---|
Burning Dart Trap
| 1 | Spell | Instant | No | No | Inflicts '4 Nature!' damage.
|
Eldritch Bolt Trap
| 1 | Spell | Instant | No | No | Inflicts '4 Magic!' damage.
|
Grounding Trap
| 1 | Spell | Instant | No | No | Inflicts 'Grounding!'
|
Treasure Repellant Trap
| 1 | Spell | Medium (10 Minutes) | No | No | Inflict 'Disengage!' from the trap.
|
Hush Puppy Trap
| 2 | Spell | Short (1 Minute) | No | No | Inflicts 'Silence!'
|
Spitfire Trap
| 2 | Spell | Instant | No | No | Inflicts two hits of '4 Nature!'.
|
Starburn Trap
| 2 | Spell | Instant | No | No | Inflicts two hits of '4 Magic!' each.
|
Curse Trap
| 3 | Spell | Medium (10 Minutes) | No | No | Inflicts 'Curse!'.
|
Eldritch Blast Trap
| 3 | Spell | Instant | No | No | Inflicts three hits of '4 Magic!' each.
|
Haze Trap
| 3 | Spell | Game Day/ Permanent | No | No | Inflict 'Memory Loss'.
|
Knucklecracker Trap
| 3 | Spell | Instant | No | No | Inflicts the Arm Wound condition on the arm nearest the trap.
|
Pin Trap
| 3 | Spell | Medium (10 Minutes) | No | No | Inflicts 'Pin!'.
|
Inferno Trap
| 3 | Spell | Instant | No | No | Inflicts three hits of '4 Nature!' damage each.
|
Kneecapper Trap
| 3 | Spell | Instant | No | No | Inflicts the Leg Wound condition on both legs.
|
Anti-Magic Trap
| 4 | Spell | Medium (10 Minutes) | No | No | Inflicts 'Enfeeble!'.
|
Evasive Trap
| 4 | Spell | Medium (10 Minutes) | No | No | Inflicts 'Banish!'.
|
Magic Swarm Trap
| 4 | Spell | Instant | No | No | Inflicts four hits of '4 Magic!' damage each.
|
Mind Killer Trap
| 4 | Spell | Medium (10 Minutes) | No | No | Inflicts 'Terror!'.
|
Spellbane Trap
| 4 | Spell | Instant | No | No | Inflicts 'Dispel Magic!'.
|
Waiting Thief Trap
| 4 | Spell | Instant | No | No | Inflict the Limb Wound condition to every limb.
|
Eldritch Barrage Trap
| 5 | Spell | Instant | No | No | Inflict five hits of '4 Magic' damage each.
|
Great Betrayal Trap
| 5 | Spell | Medium (10 Minutes) | No | No | Inflicts 'Dominate!', orders the victim to attack.
|
Heartstopper Trap
| 5 | Spell | Instant | No | No | Inflicts a Torso Wound condition. |
Trap Name
| Level | Type | Duration | Scarce | Fragile | Description
|
---|---|---|---|---|---|---|
Slag Trap
| 3 | Environmental | Instant | No | No | Destroys the contents of a container |
Preproduction
Are you lost and looking for the page with information relevant to your preproduction form? Click here for production, and here for crafting. |
Every month dozens of players attend events, and sometimes as many as half of them will want to create new magic items, produce potions, and make other in-game items. It can take logistics staff sometimes hours a month putting all of these orders together, so we use the pre-production system to help make that job a lot easier on them.
Each month logistics staff members will post reminders to turn in preproduction. You don't need to wait for those reminders, simply send the form in at any time:
- Use this form to submit preproduction; this includes crafting new items, altering props with tinkering, producing new consumables, creating valuable items, turning in runes, exchanging items with merchant, or to let us know that you'll need items for being a high-ranking druid or merchant.
- To submit requests to update obsolete consumables and printed items (such as rituals or very old scrolls) use this form.
By doing this logistics staff has everything they need to make and gather in one single place, making the job much easier.
Master Crafter
A character who has obtained all 20 craft points and has mastered a crafting skill can gain the following titles:
- Ornamenting Mastery gains the title Master Ornamentor.
- Tinkering Mastery gains the title Master Tinkerer.
- Weaponsmithing Mastery gains the title Master Weaponsmith.
Having any combination of these three titles makes a character a Master Crafter.
Master Crafters gain 4 additional craft points each event. When using these craft points, they do not need to spend any coin.
Master Crafters have unique items only they can craft:
- A Master Tinkerer who is also a Master Ornamentor can craft an Alchemist's Laboratory.
- A Master Tinkerer who is also a Master Weaponsmith can craft the Master's Blade feature onto a weapon.
- A Master Weaponsmith who is also a Master Ornamentor can craft the Master's Staff feature onto a great weapon.
Categories: Skills | Crafting Skills | Craft Points | Tinkering
Site Index | About Us | Event Calendar | Novitas Linktree | Contact Us |
|