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Tinker

The tinker is the crafter who makes crafting possible. From ingots, boards, and gems a tinker fashions the tools every other profession depends on — shovels, sewing kits, tongs, saws, mortars — along with clocks, keys, lockpicks, trapped containers, and jewelry. It is the quiet keystone of a crafting community: a smith without a tinker has to buy hammers from NPCs, but a tinker supplies the whole workshop.

  • Tinkering — the headline skill: assemble tools, parts, traps, and jewelry from ingots, boards, and gems.
  • Mining and Blacksmithy — supply the ingots most tinker recipes consume; smelting your own ore keeps costs down.
  • Carpentry — supplies boards for the wooden parts of some tinker items, and pairs naturally on a crafting character.

There is no dedicated tinker template yet — tinkering slots cleanly onto a crafting character, most often a smith (it shares Mining and Blacksmithy). Build it into a multi-skill spread and see 7x GM Templates for fitting Tinkering plus its supply skills under the 700-point cap.

Read Crafting for the craft menu and exceptional mechanics. The full recipe catalog lives on the Tinkering crafting page.

The loop: gather material — ingots (smelt your own via Mining and Blacksmithy), boards, and gems — then open a tinker’s tool kit and build from the menu. Tinkering makes the most varied output of any craft: it produces other crafters’ tools, mechanical items like clocks and keys, trap kits that arm a lockable container (dart, poison, or explosion — built from ingots plus a bolt, poison potion, or explosion potion; the trap’s power scales with your Tinkering, no Magery needed), and gem-set jewelry. With Tinkering 60+ and a power crystal, iron and bronze ingots, and gears, a tinker can even assemble a golem pet.

  • Tools — the tinker’s signature output: shovels, sewing kits, tongs, saws, mortars and pestles, fletcher’s tools, and tinker kits themselves. Nearly every tool on this page can be tinker-made.
  • Resourcesingots and boards are the inputs; smelting your own keeps margins high.
  • Clocks, keys, lockpicks, and trapped containers — mechanical and security items.
  • Jewelry catalog — rings and bracelets set with gems.

Tinkers earn by selling tools to every other crafter — a steady, always-in-demand market, since tools wear out — and by selling trapped containers to players who want to secure loot and jewelry for resale. Because the inputs are cheap (especially if you mine and smelt your own), margins are good. Move stock through Vendors & Banking.