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 Post subject: Re: Tinkering Guide
PostPosted: Sun Jun 14, 2009 8:48 pm 
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Can you sell trapped boxes? If a transfer of trapped box occurs who gets the murder count when it is used? If you sell a poison fish/stack to someone and they die and someone else takes it and eats it...does it say <you> are attacking <whomever>? What if the other person just gives it to another, is it still the poisoner that is stated to be attacking?


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 Post subject: Re: Tinkering Guide
PostPosted: Sun Jun 21, 2009 3:44 pm 
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ArchaicSubrosa wrote:
Can you sell trapped boxes? If a transfer of trapped box occurs who gets the murder count when it is used? If you sell a poison fish/stack to someone and they die and someone else takes it and eats it...does it say <you> are attacking <whomever>? What if the other person just gives it to another, is it still the poisoner that is stated to be attacking?


The tinker ALWAYS gets the count, no matter where the box ends up. If I die, hemperor loots a box that I made, a month later I kill him, take the box, open it on a different character and die.. it will as if I want to give myself a murder count. Poisoning is the same way, except for weapons. You will never get a count for poisoning weapons, but you will get one if someone dies from eating food that you poisoned. Also, you cannot poison any food that is stacked. Stackable is okay, as long as it's a stack of 1. Tinkerers can also put a box on the floor of a house they are at least friended to, trap the box there, and he/she will not get a murdercount as mentioned above.

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 Post subject: Re: Tinkering Guide
PostPosted: Sun Jun 21, 2009 5:29 pm 
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But you see I did stack poisoned food by poisoning the food putting them outside of my pack on the ground and then putting them back in one by one.


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 Post subject: Re: Tinkering Guide
PostPosted: Mon Jun 22, 2009 2:57 pm 
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When I made my box trapper back in the day, I think I remember having to be GM Tinker / Smith. And it was possible to open these boxes and live but the % chance is low. The bomb boxes use a GM explosion potion and the poison boxes use a GM poison potion. I believe the poison boxes can make you spasm uncontrollably, which is the highest level of poison. There are also dart traps which use arrows but will never insta kill.

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 Post subject: Re: Tinkering Guide
PostPosted: Mon Dec 28, 2009 4:47 pm 
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About traps:

http://uo.stratics.com/content/guides/tinkertraps/trapessay.shtml

Not sure if that would apply here tho... hope so!

Quote:
Creating the trap safely

Trapping a moveable (player made, highlights yellow) chest that is located in either a building or boat that you own is not a crime of any sort(keeping the key in your pack while creating the box helps ensure this). This is a defensive measure for players to protect their possessions. Taking the chest outside of the building makes no difference on criminal behavior. In fact, any chest created inside a building or boat that you own has no 'ownership' at all, and can be used without fear of criminal consequence.

Note: the chest must be on the floor when you trap it in order to avoid responsibility for the trap.

Note: currently, "the boat that you own" means that you are carrying a key to the boat in your backpack, in the upper level. Do not bury the key several packs down.

Trapping a non-moveable (dungeon, town, monster camp etc.) chest or a player made chest that is not in a building or boat that you own will set the trapper as the controller of the chest. If the trap damages an Innocent the trapper will be flagged as a Criminal and Aggressor (to the victim). If the Innocent dies, he/she can report the trapper as a Murderer.


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 Post subject: Re: Tinkering Guide
PostPosted: Mon Feb 08, 2010 3:55 pm 
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Bump
I made a tinker last week and macro him in my free time
Just wanted to put my input as far as tinkering gain.

I have used 9.5k ingots approximately (within 500), and Right now I am at 97.2 real skill. I did lockpicks from 50-91, and heating stands since. This number of ingots includes creating my own tools.

Total in game time spent SOLELY on gaining skill on that char is around 10 hours.

Will update how much more it takes to GM


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 Post subject: Re: Tinkering Guide
PostPosted: Wed Feb 10, 2010 7:25 pm 
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Ifrit wrote:
Bump
I made a tinker last week and macro him in my free time
Just wanted to put my input as far as tinkering gain.

I have used 9.5k ingots approximately (within 500), and Right now I am at 97.2 real skill. I did lockpicks from 50-91, and heating stands since. This number of ingots includes creating my own tools.

Total in game time spent SOLELY on gaining skill on that char is around 10 hours.

Will update how much more it takes to GM


took 2k ingots to go from 97.2 to 99.0
1.5k more to go to 99.6

Total is now at 13k


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 Post subject: Re: Tinkering Guide
PostPosted: Tue Feb 23, 2010 1:57 pm 
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Not bad Ifrit. I will work on my tinker when I get home. Has it been confirmed that you need GM pots to trap the boxes for max damage?


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 Post subject: Re: Tinkering Guide
PostPosted: Sat May 22, 2010 10:24 pm 
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I don't think tinkering likes me. I got up to 98.7 just fine, but it is stopped there. I've used 2000 ingots with ZERO gain making heating stands. I have skills pointing down. I don't get it.... :(

EDIT: So, apparently all I had to do was complain on this message board and my gains would magically start working again...weird! :?

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 Post subject: Re: Tinkering Guide
PostPosted: Thu Jun 17, 2010 11:59 am 
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According to stratics and the t2a wiki the strengh of the potion has no affect on the power of the trap, i have not tested this, but in the OSI t2a era the power the trap was based on the tinkering of the traper. I am 100% certain of this. as far as the era accuracy of this shard i have not fully tested this as i am not gm tinkering yet but i am working on it and i will update as i learn more. Also anyone willing to donate their life to science for the testing would be great ;).

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 Post subject: Re: Tinkering Guide
PostPosted: Fri Aug 06, 2010 7:07 pm 
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Starting at 30 tinkering what should I make? Lockpicks still?


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 Post subject: Re: Tinkering Guide
PostPosted: Fri Aug 06, 2010 8:03 pm 
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Yup.

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 Post subject: Re: Tinkering Guide
PostPosted: Thu Aug 12, 2010 7:01 pm 
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Quote:
Starting at 30 tinkering what should I make? Lockpicks still?
Starting at 30 tinkering what should I make? Lockpicks still?


I believe it would be clock parts till lockpicks...


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 Post subject: Re: Tinkering Guide
PostPosted: Wed Sep 01, 2010 11:40 am 
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hi guys, I need some help here, can't find why I can't make pickaxes.
I have tinker at 40.3, and there's no signal of pickaxes in the gump, how much do I need to make it?

I did seem a table, on another site, saying 32.1, is that true? What am I missing?

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 Post subject: Re: Tinkering Guide
PostPosted: Wed Sep 01, 2010 8:31 pm 
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Ok, I did found this:

http://wiki.uosecondage.com/?title=Tinkering

A complete guide for tinker

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