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[Tinkering] Tinker

Discussion in 'UO Craftsman' started by PuddyMae, Jan 16, 2011.

  1. PuddyMae

    PuddyMae Guest

    I am at 87.6 tinkering and dont seem to get a gain right away with bracelets. I went to tinkers form to check what I should make. At 80 it says windchimes. So far no gains on them. I also noticed at 75 we can make the pretty baskets. Or can we? You need gm tinkering to read the book. Doesnt make a lot of sence to me. I noticed other skills are the same. You can make something at a lower skill but need to be gm to read the book.
  2. Stickypaws

    Stickypaws Journeyman

    Dec 21, 2010
    Likes Received:
    Dont quite understand the post (new to tinkering), but GM'ed in a few hours from 85ish, from making lockpicks in Twisted Wield getting disco'ed by satyrs. Used about 2500 Ingots tops from 85.
  3. Percivalgoh

    Stratics Veteran

    May 7, 2010
    Likes Received:
    I made spyglasses and sold them to an npc tinker using UO Assist sales agent which made it quick to empty my pack. If I were doing it now I would make them in heartwood and turn them in for quest rewards
  4. PuddyMae

    PuddyMae Guest

    Spyglasses is a good idea I can go to Heartwood, unfortunately on siege you cant sell to the npc's.
  5. Basara

    Basara UO Forum Moderator
    Moderator Professional Governor Stratics Veteran Wiki Moderator Stratics Legend Campaign Supporter

    Jul 16, 2003
    Likes Received:
    That's the reason why most older training guides typically note that they are less effective on SP, even if you don't count RoT. With RoT, it gets a bit more tedious.

    Luckily the wind chime and spyglass stuff in Heartwood (and Sanctuary) are quests, not things you sell back. Just don't overload yourself too badly and make yourself an easy target for malcontents.

    As for the items needing a book to make....
    You can't actually MAKE them until you have read the book and are GM, but their chance to make normally, and make exceptionally, is based on a formula that uses the skill needed to make to calculate success chance(even if that is a theoretical number, if use of the skill requires 100 skill in something else).

    Examples (before talismans):
    Chance to make (Smith (and a few other random items for other crafters)): 0% chance at the stated minimum skill, +0.2% per 0.1 skill gained over that amount.
    Chance to make (Tailor (most items, and most other crafting skills's items)): 50% chance to make at the stated minimum skill, +0.2% per 0.1 skill gained over the amount.
    Exceptional chance (all skills, if the item can be exceptional):
    -If skill 95.0 or less, Exceptional chance is base success chance -60%
    -IF skill GM or higher, Exceptional chance is base success chance -45%
    -Between 95.0 & 100.0, Exceptional chance gets an additional +0.3% over and above the amount the base chance goes up, per 0.1 skill gained.

    Normal Success talisman bonuses are ignored by the exceptional chance calculation (so if you're 80% make/20% exceptional, and put a +15% make/+20% exceptional talisman on, you'll be 95%/40%, not 95%/55%).

    If a basket requires GM to make, but has a listed skill of 75, it means that it is probably 100% chance to craft at GM. (50% at 75, +0.2% times 25.0 = 100%).