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Tinker: Misc



Up to date as of February 01, 2010
(Redirected to Tinkering article)

From EQ2i, the EverQuest II wiki

The art of Tinkering was reintroduced to the world of Norrath as a secondary tradeskill in EverQuest II with Echoes of Faydwer (LU28). For a categorical list of all tinkering-related articles, see Category:Tinkering


Becoming a Tinkerer

Unlike the original Everquest, one does not need to be a Gnome to become a Tinkerer. One simply needs to already be at least a level 10 tradeskiller in any tradeskill, have the Echoes of Faydwer expansion, and visit a Tinkering Trainer or Master. The trainers can be found on the docks in Butcherblock Mountains, Gnomeland Security in the Steamfont Mountains, or in the treetop city of Kelethin.

Leveling Up a Tinkerer

Tinkering is a secondary tradeskill. Thus, you do not gain levels in Tinkering like you do in the primary tradeskills. Instead, you level it up by gaining skill points - similar to your attack or casting skills (i.e. parry, focus, etc.). The maximum skill points you can earn is based on the same formula as all skills (5 x Level), using the higher of your Adventure or Crafting level. That means a level 60 Adventurer OR Crafter will have a maximum of 300 skill points, 350 at level 70, 400 at 80, and so on.

What you can craft and what recipe books you can scribe are based on your skill points. You have a chance of gaining a skill-up every time you craft a Tinkered item.


Gaining Skill-Ups

Gaining a level 76 (376 Tinkering) skillup from a level 12 (60 Tinkering) item.

You don't need to craft the highest quality (i.e., Pristine) of a given item to gain a skill-up. In fact, you can gain skill-ups just crafting the lowest quality. It doesn't appear that the chances for a skill up are any higher if you go all the way to pristine. However, as you craft Tinkered items, a portion of one of the materials (specified in the Examine window as a "Byproduct") is returned to you upon completion; crafting to higher qualities yields a better return on these "byproducts".

Also, it appears you can gain skill-ups in Tinkering even when crafting items that are trivial (greyed out). It appears that there is no level limit to gaining skillups. Your chances of gaining skillups, however, will most likely be higher when crafting items closer to your level.(Click the blue links to see the examples.)

What Does a Tinkerer Make, Anyway?

A Workbench.

A Tinkerer can craft a large variety of items. Items range from tools that give small bonuses to crafters up to resurrection items and dumbfire pets. Tinkering recipes are extremely resource intensive. Beginning recipies often use up to 10 or more Loam, Soft Metal, Gems, Hard Metal, and Coal. Unlike main tradeskills, the secondary recipes will often return a portion of the used ingredients to the crafter, based on the amount used in the recipe and the quality item produced. Other than the amount of resources returned to the crafter, there is no difference in what quality item is produced. This includes the stats of the items and appears to include the chance of getting a skill gain.

For a list of tinkered items please see the Tinkering Recipes page.


  • shortly before LU33, a skillup bug was found and fixed.
  • With LU33 in late March of 2007, loam components and slagged components were halved.

Where to find recipes

Tinkering does not use the standard recipe books that other trade skills and transmuting use. Tinkering uses blueprints instead. Blueprints are found all over Norrath either by questing or as a random loot drop off mobs. Each loot drop or quested blueprint is a recipe to construct an uncommon tinkered item. This would be the equivalent of a “Mastercrafted” item from one of the primary trade skills. Usually these mastercrafted items also demand a higher price than the easier vender purchased blueprint item. (Server and supply/demand depending of course.) However the uncommon blueprint items off mobs are not considered “upgrades” and in most cases require more than one rare harvested item.

With the exception of mob and quested blueprints, vender purchased blueprints are found in increments of 10 skill-up points. For example, the first apprentice blueprint .00 is for skill levels 0-9 and the apprentice .01 is for skill-up levels 10-19. Dabbers blueprints start at skill-up level 110.

As of the release of Shadows of Odyssey, there are three places to get your vender supplied blueprints. Kelethin, Butcherblock Docks, and Gnomeland Security. In Kelethin the tinkering crafted trainer only supplies blueprints for skill-up 1-100. Butcherblock tinkering trainer supplies the same books as the Kelethin trainer plus skill-up level blueprints from 101-210. It is recommend that evil aligned characters use the Butcherblock trainer since the Kelethin trainer will not sell to you. Finally Gnomeland security’s tinker trainer in the Steamfont Mountains supplies all the blueprints from skill-up level 211 – 400. He also posses all the other books from the other venders. If you wanted you could get everything you needed in one place from Gnomeland Security’s tinker trainer.

This article uses material from the "Tinkering" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

See also: Machinist and Gadgeteer.
"One of the many brands of the machinist, the tinker wages battle with his clockwork creations."

Tinker is a job in Final Fantasy Tactics A2: Grimoire of the Rift, only accessible to Moogles. This job uses gadgets that have a 50% chance of hitting every enemy or every ally making them a very unreliable class, and for that they can either be your best friend or worst nightmare. Although they're risky to use, his stat growths are superb having high HP, attack and defense, average speed and magic but with perfect resistance, only severely lacking in MP. A waste considering his great stats, people find him unreliable and best used if the situation desperately demands it.

There is, however, a way to make the Tinker more useful. You can equip your entire party with items which make them immune to a certain status effect, then use an ability which causes it freely, since the only thing the abilities can effect are the enemies. Despite that, it would still waste a turn. Therefore that tactic is most effective when fighting a large amount of enemies.

There isn't a single Tinker that sticks out except possibly, the head of the research team at Goug that Luso encounters in story mission they were digging for ancient technology a group of Mooglebanes cause panic and confusion, the Tinker then orders to activate the Moogletron but it breaks down.



  • To Use: Master 2 Thief A-Abilities


Weapons Head Body Equip Shields?
Knuckles Hats Light Armor No

Move Jump Evasion Unarmed
Attack Raise
Attack Defence Magick Resilience
3 2 0 15 B B C A+



The TINKER crafts elaborate devices that wreak havoc on the battlefield

Before the attack is issued, a box is opened, and the moogle face inside the box determines whether your allies or enemies are affected. An angelic moogle means that the ability will benefit the Tinker's team (ie. positive statuses will affect its allies, while negative statuses will affect its enemies) while a purple, "evil" moogle means that the ability will benefit the Tinker's enemies.

Skill Weapon Learned From Effect Range AP To Master MP Use
Red Spring Rising Sun Casts Haste on either allies or foes. All allies or foes 250 8
Blue Screw White Fangs Casts Dispel on either allies or foes. All allies or foes 250 8
Green Gear Poison Knuckles Inflicts Poison on either allies or foes. All allies or foes 250 8
Silver Disc Metal Knuckles Inflicts Blind on either allies or foes. All allies or foes 250 8
Gold Battery Cat Claws Heals HP of either allies or foes. All allies or foes 250 8
Black Ingot Death Claws Inflicts Doom on either allies or foes. All allies or foes 250 8
Chroma Gem Dream Claws Inflicts Sleep on either allies or foes. All allies or foes 250 8
Gold Moogletron Survivor Casts Protect and Shell on either allies or foes. All allies or foes 250 8


Skill Equipment Learned From Effect AP To Master
Regenerate Gaia Gear Bestows Regen when attacked 200
MP Shield Mirage Vest Converts HP damage to MP damage. Will not work if there is no MP to spare. Overflow is taken from HP. 450


Skill Equipment Learned From Effect AP To Master
Ribbon-Bearer Orb of Minwu Allows equipping of Ribbons regardless of job 300

This article uses material from the "Tinker" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


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