Skills/Tinkering: Difference between revisions
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Revision as of 13:00, 28 October 2026
Tinkering is the craft of small machines and metal goods. Tinkers make the tools every other crafter depends on, along with clocks, sextants, jewelry, lockpicks, kitchenware and trapped chests. If a crafter's tool breaks, a tinker can make another.
At a glance
| Skill cap | 100 (Grandmaster) |
|---|---|
| Tool | |
| Materials | |
| Main uses | Tools, parts and assemblies, jewelry, traps |
| Stats it trains | Strength, Intelligence and Dexterity |
How to tinker
Double-click a pair of tinker's tools to open the tinkering menu. Choose a category, then an item. You don't need a forge or an anvil. Your chance starts at 0% at the bottom of an item's range and rises to 100% at the top. Tinkers can add their maker's mark to what they make, and can repair tinkered items.
You can work coloured ingots once your skill is high enough:
| Ingot | Tinkering needed |
|---|---|
| 65 | |
| 70 | |
| 75 | |
| 80 | |
| 85 | |
| 90 | |
| 95 | |
| 99 |
Wooden items
| Item | Skill range | Materials | Chance at 50 | Chance at 80 | |
|---|---|---|---|---|---|
| Jointing plane | 0–50 | 100% | 100% | ||
| Moulding plane | 0–50 | 100% | 100% | ||
| Smoothing plane | 0–50 | 100% | 100% | ||
| Clock frame | 0–50 | 100% | 100% | ||
| Axle | 0–25 | 100% | 100% | ||
| Rolling pin | 0–50 | 100% | 100% |
Tools
| Item | Skill range | Materials | Chance at 50 | Chance at 80 | |
|---|---|---|---|---|---|
| Scissors | 5–55 | 90% | 100% | ||
| Mortar and pestle | 20–70 | 60% | 100% | ||
| Scorp | 30–80 | 40% | 100% | ||
| Tinker's tools | 10–60 | 80% | 100% | ||
| Hatchet | 30–80 | 40% | 100% | ||
| Draw knife | 30–80 | 40% | 100% | ||
| Sewing kit | 10–70 | 67% | 100% | ||
| Saw | 30–80 | 40% | 100% | ||
| Dovetail saw | 30–80 | 40% | 100% | ||
| Froe | 30–80 | 40% | 100% | ||
| Shovel | 40–90 | 20% | 80% | ||
| Hammer | 30–80 | 40% | 100% | ||
| Tongs | 35–85 | 30% | 90% | ||
| Smith's hammer | 40–90 | 20% | 80% | ||
| Sledge hammer | 40–90 | 20% | 80% | ||
| Inshave | 30–80 | 40% | 100% | ||
| Pickaxe | 40–90 | 20% | 80% | ||
| Lockpick | 45–95 | 10% | 70% | ||
| Skillet | 30–80 | 40% | 100% | ||
| Flour sifter | 50–100 | 0% | 60% | ||
| Fletcher's tools | 35–85 | 30% | 90% | ||
| Mapmaker's pen | 25–75 | 50% | 100% | ||
| Scribe's pen | 25–75 | 50% | 100% |
Parts
| Item | Skill range | Materials | Chance at 50 | Chance at 80 | |
|---|---|---|---|---|---|
| Gears | 5–55 | 90% | 100% | ||
| Clock parts | 25–75 | 50% | 100% | ||
| Barrel tap | 35–85 | 30% | 90% | ||
| Springs | 5–55 | 90% | 100% | ||
| Sextant parts | 30–80 | 40% | 100% | ||
| Barrel hoops | 0–35 | 100% | 100% | ||
| Hinge | 5–55 | 90% | 100% | ||
| Bola balls | 45–95 | 10% | 70% |
Utensils
| Item | Skill range | Materials | Chance at 50 | Chance at 80 | |
|---|---|---|---|---|---|
| Butcher knife | 25–75 | 50% | 100% | ||
| Spoon | 0–50 | 100% | 100% | ||
| Plate | 0–50 | 100% | 100% | ||
| Fork | 0–50 | 100% | 100% | ||
| Cleaver | 20–70 | 60% | 100% | ||
| Knife | 0–50 | 100% | 100% | ||
| Goblet | 10–60 | 80% | 100% | ||
| Pewter mug | 10–60 | 80% | 100% | ||
| Skinning knife | 25–75 | 50% | 100% |
Miscellaneous
| Item | Skill range | Materials | Chance at 50 | Chance at 80 | |
|---|---|---|---|---|---|
| Key ring | 10–60 | 80% | 100% | ||
| Candelabra | 55–105 | 0% | 50% | ||
| Scales | 60–110 | 0% | 40% | ||
| Iron key | 20–70 | 60% | 100% | ||
| Globe | 55–105 | 0% | 50% | ||
| Spyglass | 60–110 | 0% | 40% | ||
| Lantern | 30–80 | 40% | 100% | ||
| Heating stand | 60–110 | 0% | 40% |
Jewelry
Each piece of jewelry takes 2 iron ingots and 1 gem and needs 40 to 90 Tinkering. Every piece comes in nine gem styles:
| Pieces | Ring, silver bead necklace, gold necklace, earrings, gold bead necklace and bracelet |
|---|---|
| Gems |
Assemblies
Assemblies combine parts you've already made. Most always succeed.
| Item | Skill range | Parts | |
|---|---|---|---|
| Axle with gears | Always | Axle, Gears | |
| Clock parts | Always | Axle with gears, Springs | |
| Sextant parts | Always | Axle with gears, Hinge | |
| Clock | Always | Clock frame, Clock parts | |
| Sextant | Always | Sextant parts | |
| Bola | 60–80 | 4 bola balls, 3 leather or hides | |
| Potion keg | 75–100 (50% at 75) | Empty keg, 10 empty bottles, Barrel lid, Barrel tap |
Building a clock: axle + gears → axle with gears; axle with gears + springs → clock parts; clock frame + clock parts → clock. Building a sextant: axle with gears + hinge → sextant parts → sextant.
Traps
Tinkers can rig a trap on a lockable chest they own. Make the trap, then target an unlocked chest within 2 tiles. The trap stays harmless until you lock the chest (Trap is disabled until you lock the chest.), then it goes off on the next person who opens it or picks its lock. The trap level is your Tinkering divided by 10 (level 10 at 100 skill).
| Trap | Skill range | Materials | Effect |
|---|---|---|---|
| Dart trap | 30–80 | Darts hit anyone within 3 tiles of the chest for 5–15 damage per trap level. | |
| Poison trap | 30–80 | Poisons anyone within 3 tiles. The poison is stronger the higher the trap level, up to Lethal. | |
| Explosion trap | 55–105 | Fire damage of 10–30 per trap level to anyone within 3 tiles. |
Training Tinkering
- Every item you attempt inside its range is a chance to gain. Pick cheap items near the bottom of your range.
- Iron ingots are the main cost, so a miner friend helps.
- Below 10.0 you gain on every attempt, sometimes several tenths at once. Above that, each attempt has a chance to gain 0.1.
- The harder the attempt is for your skill level, the better your chance to gain. Your chance also drops as you get closer to your Tinkering cap and to your total skill cap of 700.
- If you've set Tinkering to go down (the arrow in your skills list), gains elsewhere can lower it to make room under your total cap. Lock skills you want to keep.
- Reaching 100.0 adds Tinkering to the Skills Mastered count on your achievements.
- Tinkers, tinker guildmasters and golem crafters will train you for gold: up to a third of their own skill, at most 42.0, for 1 gold per 0.1 points. Ask them (or use their context menu) to train the skill, then drop the gold on them.
Stats: each successful use has about a 2% chance to raise Strength, a smaller chance (under 1%) to raise Dexterity and a smaller chance (under 1%) to raise Intelligence by 1 point. Each stat can rise at most once every 10 minutes, and only if it's set to rise.
Suggested path
| Tinkering | How to train |
|---|---|
| 0 to about 33 | Buy it from a tinker. |
| 33 to 45 | Clock parts, scissors or tinker's tools. |
| 45 to 60 | Tongs or fletcher's tools. |
| 60 to 75 | Lockpicks (also useful for training Lockpicking). |
| 75 to 90 | Candelabras or globes. |
| 90 to 100 | Spyglasses, scales or heating stands. |
Messages
| Message | What it means |
|---|---|
| You have worn out your tool! | Your tools broke. Make or buy another pair. |
| You can only trap lockable chests. | Traps only go on lockable chests. |
| You can only trap an unlocked object. | Unlock the chest before trapping it. |
| You can only place one trap on an object at a time. | The chest already has a trap. |
| That belongs to someone else. | It isn't your chest. |
Tips
- Make your own tinker's tools (10 Tinkering, 2 ingots) so you never run out.
- Supply other crafters. Saws, smith's hammers, sewing kits and pens are always in demand.
- New characters who pick Tinkering start with tinker's tools and spare parts.
See also
- Blacksmithy · Mining · Carpentry · Lockpicking · Remove Trap