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Tinkering Guide

Posted: Mon Mar 03, 2008 3:51 pm
by Storm
I started with 50 Tinkering.

Here is what I made:

50-92.5 : Lockpicks
92.5 - GM : Heating Stands

I'm guessing it took me around 20K ingots to gm Tinkering, give or take 5k.

The last little bit uses quite a bit when you switch over to heating stands.

Re: Tinkering Guide

Posted: Thu Jun 12, 2008 12:12 pm
by Mr.T
What are even some good things you can make with tinkering?

Re: Tinkering Guide

Posted: Thu Jun 12, 2008 12:31 pm
by alatar
lockpicks & exceptional tools are enough right there

Re: Tinkering Guide

Posted: Thu Jun 12, 2008 1:05 pm
by silex
Can create GM strength locks, for lockpicking skill gaining purposes. Also potion kegs, although that's a half and half with carpentry.

Re: Tinkering Guide

Posted: Thu Jun 12, 2008 1:32 pm
by ironfistmax
Unless I am wrong, I believe you need tinkering to make those adorable little poison and explode traps in boxes :P

Re: Tinkering Guide

Posted: Thu Jun 12, 2008 4:55 pm
by alatar
do we have those here?

Re: Tinkering Guide

Posted: Thu Jun 12, 2008 5:11 pm
by Kenrick
alatar wrote:do we have those here?
I can't tell if that's sarcasm or not...

But yes we do.

Re: Tinkering Guide

Posted: Thu Jun 12, 2008 5:22 pm
by alatar
i was being serious i don't ever use my mule

Re: Tinkering Guide

Posted: Thu Jun 12, 2008 5:26 pm
by Kenrick
alatar wrote:i was being serious i don't ever use my mule
I haven't actually followed through and made any, but I did accidentally click into the traps menu a week or two ago on my 80-something tinkerer.

Re: Tinkering Guide

Posted: Fri Jun 13, 2008 8:45 am
by silex
I never used them back in the day. I always read stories about how people would place some trash items in a box, trap it, and throw it out in a heavily traveled area. Then just wait for the explosion, heh.

Do they really insta kill?

Re: Tinkering Guide

Posted: Fri Jun 13, 2008 9:03 am
by ironfistmax
I have some very fond memories of tinker explosion boxes. Back in the day, you would set them outside houses. We used this trick that got us a few houses to loot.

We would kill one of us in front of a big house. We would put all kinds of loot on it. (Regs, gold, bags of potions) and would put a box on the corpse to. When someone opened the box in front of their house, they died, and we got the key. This method worked particular well in dungeons. We would just plant a dead boy by monsters and people would think monsters killed us. Soon as they opened the box and died, we would replace the old loot in their corpse and wait for the next passer-by :)

It used to work because back in the day not everyone had 100 str. So yes, one box could kill you. I can't remember the exact damage but it was pretty substantial. I am thinking around 80 dmg for the highest trap? Maybe even more.

Re: Tinkering Guide

Posted: Fri Jun 13, 2008 5:25 pm
by alatar
a grandmaster tinker was able to make a trap strong enough to kill any character.. the only exception was if you had chugged a gstr and had 120 hit points.. don't quote me but i believe the trap did exactly 100 damage (can still be alive with 0 hit points)

Re: Tinkering Guide

Posted: Thu Jun 26, 2008 4:37 pm
by Coffee
100 damage on trapped boxes. Instant death.

Re: Tinkering Guide

Posted: Thu Jun 26, 2008 4:56 pm
by Sauron
Tinker traps are a *Blast* HAHA

Re: Tinkering Guide

Posted: Mon Jul 14, 2008 12:34 am
by Teknix
What do you need to make tinker traps?

gm tinker
gm carp?
do you need gm poison for greater/deadly poison traps?