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Tinker Crafting
Characters with the tinker skill can craft tinkering items using crafting points. In order to craft tinkering items a character does not need to know any particular spells even if the item being crafted casts a spell. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system.
Tinkering items cost a fixed number of crafting points to create. It additionally costs 5 coin per crafting point spent to create a tinkering item.
You can also use tinkering to change the prop for a magic item to a different prop of the same item type. This is done by following this table.
Related Rules
Craft Points and Related Skills
Craft points are used with the ornamenter skill to craft magic objects, with the weaponsmith skill to craft enhanced weapons, and the tinker skill to creating tinkering items. A character only spends crafting points when you first check-in for an event. In order to create items you'll have to learn to use the pre-production system. Unlike production points you may not purchase additional crafting points at check-in.
Spells (generally only third level and lower) can be imbued into magic objects to create per event items with one use per event. The spell being imbued must be known by the character crafting that object or be provided by a consumable such as a scroll (the character must be able to read magic to use a scroll). Other characters, or other imbued items do not count as providing access to a spell.
Characters are capped at a total of 20 crafting points from all sources.
Tinkering Items
Tinkering can be used to craft the items listed here.
Encampment only tinkering items are always non-lootable.
Altering Props with Tinkering
A character with the tinkering skill can use crafting points at check-in to replace the prop for an item with another of the same slot with comparable functionality.
For example a martial weapon must be replaced by another martial weapon and could not be replaced with a great or non-martial weapon. An ax should remain an ax, armor should be replaced with new armor of a comparable type. A plate chest piece should not be replaced by a cloth shirt (both are torso slot) or a chain shirt.
The primary benefit of doing this is to allow a character to take an epic item that does not fit them and replace it with a prop that does or to make considerable material improvements to a prop.
Slot | Tinkering Rank Required | Crafting Point Cost | Coin Cost |
---|---|---|---|
Accessory | 1 | 4 | 20 |
Neck | 2 | 8 | 40 |
Wrist | 2 | 8 | 40 |
Ankle | 2 | 8 | 40 |
Ring | 2 | 8 | 40 |
Waist | 3 | 12 | 60 |
Shoulder | 3 | 12 | 60 |
Hand | 3 | 12 | 60 |
Back | 3 | 12 | 60 |
Buckler | 3 | 12 | 60 |
Head | 4 | 16 | 80 |
Leg | 4 | 16 | 80 |
Arm | 4 | 16 | 80 |
Weapon | 5 | 20 | 200 |
Shield | 5 | 20 | 100 |
Torso | 5 | 20 | 100 |
Feet | 5 | 20 | 100 |
Categories: Crafting and Production Rules | Crafted Items | Tinkering Items
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