Tinkers

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Tinkers are a group of craftable Items that have been introduced in Embers of Rage. Crafting of these is possible via talents from Physics, notably Smith, Mechanical and Electricity, as well as from Chemistry, notably Therapeutics, Chemistry and Explosives.

Both the Physics and Chemistry talent trees are initially only accessible in the Embers of Rage campaign - the Tinker classes (who are initially only playable in this campaign) start with them, and other classes can buy them for 100 gold at the Kruk Pride tinker store. Defeating Outpost Leader John with any two different Tinker classes will unlock the ability to play Tinker classes outside of the Embers of Rage campaign, as well as the Lost Tinker Escort in the Age of Ascendancy campaign. One of the possible rewards the player can choose for saving the Lost Tinker is the ability to learn tinker crafting, which happens via visiting the Ancient Cave and paying 1 category point and 500 gold. This allows any class to craft tinkers in this campaign as well.

Each schematic requires an investment of a certain amount of points into certain tinker-crafting talents.

For crafting one first needs to have a schematic for what one wishes to craft. Schematics can be learnt when learning levels in each crafting talent. The schematic will be one whose highest crafting talent level requirement is the talent that was just levelled up. In case of a tie, the requirement that is listed first wins. Needs verification Also, the schematic must be one that can be generated randomly. For each crafting talent, one schematic is learnt when learning the talent's first level (this schematic will be one that only requires 1 level in the talent), and a second schematic can be learnt upon learning additional levels (20% chance per additional level, guaranteed at level 5). Other schematics need to be unlocked either by finding them on the map instead of Inscriptions or by purchasing them at a store. Schematics that are picked up directly from the ground are automatically learnt. To learn schematics purchased from a store or found in chests, the player must use them from their inventory.

Ingredients

Materials for crafting are acquired by disassembling items with the APE, and is done automatically whenever items are transmogrified.

Ores are obtained from metallic weapons and armor pieces (1 per item), while herbs can be obtained from mindstars (1 per mindstar) and infusions (5 per infusion), or found in piles of 3-6 herbs in certain zones in the Embers of Rage campaign. Gems must be purchased, looted, or acquired with the Extract Gems talent.

The ingredients are grouped as follows:

Ingredient Tier Ore Herb Gem
1 Iron Vipersweed Citrine
2 Steel Sessali Aquamarine
3 Dwarven Steel Bilberry Quartz
4 Stralite Burdock Ruby
5 Voratun Goldleaf Diamond

The current inventory of all ingredients can be seen at a glance using the show ingredients command in the escape menu.

Schematics

Tinkers

Tinkers are craftable augments for worn items. They are worn just like items, but take position in a slot directly next to them. Their stats are then applied to the Item in question.

Weapon Tinkers

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
Acid Groove Weapon 1 0 0 0 1 0 3 Ore Lumps Inflicts acid damage that lowers armor (scales with steampower)
Crystal Edge Weapon 4 0 0 0 0 0 4 Ore Lumps, 1 Gem Crit Power +(3, 6, 9, 12, 15) SPECIAL: deals light damage on hit(scales with steampower)
Incendiary Groove Weapon 1 0 0 0 0 4 2 Ore Lumps, 2 Herbs Inflicts fire damage and puts a burning tile under target (scales with steampower) (burning tile similar to Archmage's Inferno)
Lightning Coil Weapon 0 0 3 0 0 0 3 Ore Lumps SPECIAL: on weapon crit, fires a lightning beam 3 tiles forward (scales with steampower)
Poison Groove Weapon 0 0 0 3 0 0 3 Ore Lumps Inflicts stacking poison damage (scales with steampower)
Razor Edge Weapon 2 0 0 0 0 0 2 Ore Lumps Armor Penetration +(4, 8, 12, 16, 20), Physical Crit +(4, 8, 12, 16, 20)
1.7.4: does not work on steamguns
Shocking Edge Weapon 1 0 2 0 0 0 3 Ore Lumps SPECIAL: inflicts lightning damage and drains resources (scales with steampower) (resource drain is 10% of lightning damage)
Silver Filigree Weapon 3 0 0 0 0 0 3 Ore Lumps Increases damage against horrors, undead, and demons +(7%, 14%, 21%, 28%, 35%)
1.7.4: does not work on steamguns
Thunderclap Coating 0 0 0 0 0 1 3 Ore Lumps 20% chance to inflict (14, 36, 60, 80, 90) physical damage and deal knockback (knockback checks using your steampower against enemy's physical save)
Viral Injector Weapon 1 0 0 3 0 0 3 Ore Lumps Inflicts a disease, dealing blight damage and lowering the highest stat (scales with steampower) (unlike Corrupter diseases, this can lower MAG, WIL, and CUN as well as STR, DEX, and CON)
Winterchill Edge Weapon 1 0 0 0 3 0 3 Ore Lumps Inflicts cold damage and causes the target to lose 10% of a turn (scales with steampower)
Galvanic Retributor Shield 0 0 4 0 0 0 4 Ore Lumps Inflicts lightning damage on attackers +(5, 10, 15, 20, 25), SPECIAL: on block, releases a damaging lightning attack in radius (1, 2, 3, 4, 5) (damage scales with steampower)
Mana Coil Staff 1 0 2 0 0 0 5 Ore Lumps, 1 Sapphire Mana Regen +(1, 2, 3, 4, 5), SPECIAL: on spell hit, 25% chance to cast Lightning at target (same as Archmage spell)

Hands Tinkers

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
Fatal Attractor Hands 2 2 1 0 0 0 3 Ore Lumps Talent: Fatal Attractor (Deploys an ally that makes enemies attack it and reflects damage for 5 turns.)
Flash Powder Hands 0 0 0 0 1 0 2 Ore Lumps, 1 Herb Talent: Flash Powder (Blinds in a cone.)
Hand Cannon Hands 0 4 0 0 0 2 3 Ore Lumps Talent: Hand Cannon (Shoots using your current ammo. At tier 5, you shoot a second time.)
Itching Powder Hands 0 0 0 0 2 0 1 Ore Lumps, 2 Herbs Talent: Itching Powder (Causes a chance for talents to fail in a cone.)
Iron Grip Hands 0 1 0 0 0 0 3 Ore Lumps Disarm Immune +(60%, 70%, 80%, 90%, 100%), Talent: Iron Grip (Deals unarmed damage, inflicting pin and lowering armor and defense. Costs 20 steam)
Saw Projector Hands 1 1 0 0 0 0 3 Ore Lumps Talent: Project Saw (Fires a beam that inflicts physical damage and bleeding (10 steam cost))
Shocking Touch Hands 0 0 3 0 0 0 2 Ore Lumps Talent: Shocking Touch (Inflicts lightning damage and arcs up to (0, 1, 2, 3, 4) additional enemies that are at most 2 spaces apart.)
Spring Grapple Hands 0 1 0 0 0 0 3 Ore Lumps Talent: Spring Grapple (Steam cost 30. Pulls the target towards you, dealing unarmed damage and pinning them.), SPECIAL: shows unarmed stats
Toxic Canister Launcher Hands 2 0 0 0 0 0 10 Ore Lumps, 8 Herbs Talent: Toxic Cannister Launcher (Creates an ally that releases poison gas for 8 turns.) Cost: 20 steam
Viral Needlegun Hands 3 0 0 0 0 0 8 Ore Lumps, 7 Ghoul Flesh Talent: Viral Needlegun (fires a cone of physical damage, inflicting a random disease that lowers STR, DEX, or CON for 20 turns.)
Voltaic Sentinel Hands 0 1 4 0 0 0 3 Ore Lumps Talent: Voltaic Sentry (Deploys an ally that fires bolts of lightning at nearby enemies for 8 turns.)
Weapon Automation: One Handed Hands 2 0 2 0 0 0 3 Ore Lumps Talent: Weapon Automation 1H (Deploys a weapon in your inventory as an ally, similar to Cursed Sentry.)

Head Tinkers

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
Air Recycler Head 0 1 0 1 0 0 2 Ore Lumps, 2 Herbs Air Regen +(1, 2, 3, 4, 5), Silence Immune +(10%, 20%, 30%, 40%, 50%)
Brain Cap Head 0 0 0 4 4 2 8 Ore Lumps, 1 Brain Jar Mental Save +20, Mind resistance +35%, Talent: Arcane Disruption Wave (Silences everyone in a radius.)
Brain Flare Head 0 0 0 4 4 2 8 Ore Lumps, 1 Brain Jar Mental Save +20, Mind resistance +35%, Talent: Mind Crush (Yeek's Dominate Will. In item form. With a 15 turn cooldown. Awesome.)
Focus Lens Head 1 0 0 0 0 0 2 Ore Lumps, 1 citrine, aquamarine, quartz, ruby, or diamond Sight +(1, 1, 2, 2, 3), Infravision +(5, 6, 7, 8, 9), See Stealth +(5, 10, 15, 20, 25), See Invisible +(5, 10, 15, 20, 25), Blindfight(no, no, no, yes, yes)
Mental Stimulator Head 0 0 1 0 0 0 2 Ore Lumps CUN +(2, 4, 6, 8, 10), Mental Save +(3, 6, 9, 12, 15)
Headlamp Head 0 0 0 0 0 1 1 Ore Lump, 1 Herb Lite +(3, 4, 5, 6, 7), Accuracy +(1, 4, 9, 16, 25)

Body Tinkers

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
Ablative Armor Body 1 0 0 0 0 2 2 Ore Lumps Armor +(2, 4, 6, 8, 10), Chance to ignore criticals +(7%, 14%, 21%, 28%, 35%)
Arcane Dynamo Body (cloth) 0 2 2 0 0 0 7 Ore Lumps, Amethyst Allows the use of Technomancy spells (Archmage class evolution). Drains 2 steam every turn but also produces steam when mana is spent
Armour Reinforcement Body 1 0 0 0 0 0 4 Ore Lumps Armor +(1, 2, 3, 4, 5), Armor Hardiness +20, Fatigue +(5, 4, 3, 2, 1)
Crystal Plating Body 3 0 0 0 0 0 2 Ore Lumps, 1 Gem Increases all STATs +(2, 4, 6, 8, 10)
Rustproof Coating Body 1 0 0 0 2 0 1 Ore Lumps, 2 Herbs Acid Resistance +(10%, 20%, 30%, 40%, 50%), Chance to avoid a detrimental acid subtype effect (10%, 20%, 30%, 40%, 50%)
Second Skin Body 0 0 0 2 0 0 3 Herbs Life Regen +(2, 4, 6, 8, 10), Cut, poison, and Disease Immune +(30%, 40%, 50%, 60%, 70%)
Spike Attachment Body 1 0 0 0 0 0 3 Ore Lumps Fatigue +1, armor +(4, 8, 12, 16, 20), Inflicts physical damage on attackers +(10, 20, 30, 40, 50)

Cloak Tinkers

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
Fireproof Coating Cloak 0 0 0 0 2 0 2 Herbs Fire and Light resistance +(5%, 10%, 15%, 20%, 25%)
Grounding Strap Cloak 1 0 1 0 0 0 2 Ore Lumps Stun Immune +(10%, 20%, 30%, 40%, 50%), Lightning Resistance +(6, 12, 18, 24, 30)
Waterproof Coating Cloak 0 0 0 0 1 0 2 Herbs Cold and Nature resistance +(5%, 10%, 15%, 20%, 25%)

Feet Tinkers

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
Kinetic Stabilizer Feet 0 2 0 0 0 0 4 Ore Lumps Physical Save +(3, 6, 9, 12, 15), Knockback Immune +(5%, 10%, 15%, 20%, 25%), Pin Immune +(5%, 10%, 15%, 20%, 25%), Teleport Immune +100%
Moss Treads Feet 0 0 0 2 0 0 4 Herbs Stealth +(2, 4, 6, 8, 10), Talent: Moss Tread (Places grasping moss where you walk, dealing nature damage, reducing movement speed, and chance to pin enemies on it.)
Rocket Boots Feet 0 2 0 0 0 0 5 Ore Lumps Talent: Rocket Boots (Increases movement speed by (100%, 150%, 200%, 250%, 300%) and leaves a trail of flames. Any action other than moving turns off this sustain. Drains 15 steam every turn.)

Belt Tinkers

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
Alchemist's Helper Belt 0 0 0 1 3 0 4 Herbs Acid, Fire, Nature, and Blight damage +(5%, 10%, 15%, 20%, 25%)
Back Support Belt 1 1 0 0 0 0 2 Ore Lumps Fatigue -(4, 8, 12, 16, 20), Max Encumbrance +(10, 20, 30, 40, 50)
Deflection Field Belt 0 0 2 0 0 0 2 Ore Lumps Defense +(2, 4, 6, 8, 10), Slows Projectiles +(5%, 10%, 15%, 20%, 25%)
Fungal Web Belt 0 0 0 3 0 0 5 Herbs SPECIAL: heals (25, 50, 75, 100, 125) health when using a salve
Power Distributor Belt 0 0 2 1 0 0 2 Ore Lumps Stamina, Mana, and Psi regen +(0.1, 0.2, 0.3, 0.4, 0.5)
Thunder Grenade Belt 0 0 0 0 0 3 2 Ore Lumps Talent: Thunder Grenade (Deals physical damage and stuns at an area of radius 1)

Lite Tinkers

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
White Light Emitter Lite 0 0 2 0 1 0 3 Ore Lumps, 1 Herb lite +(1, 2, 3, 4, 5), See Stealth +(2, 4, 6, 8, 10), Increases light damage +(4%, 8%, 12%, 16%, 20%)
Black Light Emitter Lite 0 0 1 0 2 0 2 Ore Lumps, 2 Herbs lite -(1, 2, 3, 4, 5), Infravision +(2, 4, 6, 8, 10), Darkness damage +(5%, 10%, 15%, 20%, 25%)

Ammo Tinkers

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
Antimagic Shell Ammo 0 0 0 1 0 2 1 Ore Lump, 2 Herb Talent: Antimagic Shell (Inflicts arcane resource burn damage.)
Botanical Shell Ammo 0 0 0 0 0 3 1 Ore Lump, 3 Herb Talent: Botanical Shell (Releases nourishing moss, which deals nature damage and heals you.)
Corrosive Shell Ammo 0 0 0 0 1 2 1 Ore Lump, 2 Herb Talent: Corrosive (Inflicts acid damage that lowers accuracy, defense, and armor.)
Explosive Shell Ammo 0 0 0 0 0 1 1 Ore Lump, 1 Herb Talent: Explosive Shell (Inflicts physical damage in radius 1.)
Flare Shell Ammo 0 0 0 0 0 3 1 Ore Lump, 2 Herb Talent: Flare Shell (Blinds enemies and lights up the area in a radius.)
Hook Shell Ammo 0 2 0 0 0 2 3 Ore Lump, 1 Herb Talent: Hook Shell (If the target is an enemy, you pull it towards you. If the target is empty space, you are pulled towards there.)
Magnetic Shell Ammo 0 0 1 0 0 1 2 Ore Lumps, 1 Herb Talent: Magnetic Shell (Lowers defense and increases fatigue.)
Saw Shell Ammo 0 1 0 0 0 1 2 Ore Lumps, 1 Herb Talent: Saw Shell (Inflicts direct physical damage, plus bleed damage over 5 turns. Costs 5 steam)
Solid Shell Ammo 1 0 0 0 0 3 2 Ore Lumps, 1 Herb Talent: Solid Shell (Knocks back the target.)
Toxic Shell Ammo 0 0 0 0 2 4 1 Ore Lumps, 3 Herb Talent: Toxic Shell (Inflicts blight damage over several turns and reduces global speed.)
Voltaic Shell Ammo 0 0 2 0 0 2 3 Ore Lumps, 1 Herb Talent: Voltaic Shell (Inflicts lightning damage to nearby enemies.)

Salves

Salves are used in conjunction with medical injectors. The medical injector goes on cooldown and modifies the strength of the salve. The healing salve requires one turn to use, while all other salves can be used instantly.

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
Healing Salve Salve 0 0 0 2 0 0 4 Herbs, 1 Troll Intestine Heals you
Pain Suppressor Salve 0 0 0 1 0 0 3 Herbs, 1 Sandworm Tooth Lets you fight at negative health and reduces damage by a percentage for (4, 4, 5, 5, 6) turns
Frost Salve Salve 0 0 0 2 0 0 3 Herbs, 1 Frost Ant Stinger Removes (1, 1, 2, 2, 3) detrimental physical effects and gives cold, darkness, and nature affinity for (3, 4, 5, 6, 7)
Fiery Salve Salve 0 0 0 3 0 0 3 Herbs, 1 Ritch Stinger Removes (1, 1, 2, 2, 3) detrimental magical effects and gives fire, light, and lightning affinity for (3, 4, 5, 6, 7) turns
Water Salve Salve 0 0 0 3 0 0 3 Herbs, 1 Squid Ink Removes (1, 1, 2, 2, 3) detrimental mental effects and gives blight, mind, and acid affinity for (3, 4, 5, 6, 7) turns
Unstoppable Force Salve Salve 0 0 0 5 0 0 3 Herbs, 1 Minotaur Nose, 1 Frost Salve, 1 Fiery Salve, 1 Water Salve Increases saves and healing factor for (N/A, N/A, 5, 6, 7) turns

Other Items

This includes basic steamsaws and steamguns as well as certain artifacts that can only be obtained via crafting. Each of the crafting talents is primarily associated with one artifact. Each of these artifacts requires a certain amount of gems: 1 Fire Opal, 1 Pearl, 1 Diamond, and 1 Bloodstone. None of these artifacts are craftable outside of Embers of Rage since their schematics can only be found in specific locations in said campaign.

Tinker Type Smith Mech. Elec. Thera. Chem. Expl. Ingredients Notes
Steamsaw Steamsaw 2 1 0 0 0 0 7 lumps of ore, 1h mace/sword/axe
Steamgun Steamgun 1 0 0 0 0 1 7 lumps of ore, 1 sling Range will be material level +5
Steam Powered Armour msv. Armor 4 5 5 0 0 0 50 lumps of ore, 2 Mechanical Cores, 1 Lightning Coil, Artifact Gems* Powerful Steam Set Armor. Schema can only be found in G.E.M.
Steamgun: Payload Steamgun 3 2 0 0 0 5 40 lumps of ore, 1 Mechanical Core, 1 Incendiary Grove, Artifact Gems* Schema can only be found in Ruins of a lost city
Hands of Creation Hands 5 3 0 0 0 2 10 lumps of ore, 10 herbs, 1 Primal Core, 1 Shocking Touch, Artifact Gems* Schema can only be found in Ureslak's Host
Steamsaw: Stormcutter Steamsaw 4 3 5 0 0 0 40 lumps of ore, 1 Mechanical Core, 1 Shocking Edge , Artifact Gems* Schema can only be found in Steam Quarry
Life Support Suit lt. Armor 0 0 0 5 4 2 5 lumps of ore, 20 herbs, 1 Primal Core, 1 Unstoppable Force Salve, Artifact Gems* Schema can only be found in Primal Forest
Rogue Gallery Cloak 0 0 0 2 5 4 5 lumps of ore, 20 herbs, 1 Primal Core, 1 Flash Powder, Artifact Gems* Schema can only be found in Cave of Hatred