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 inkering
has always been the 'orphan child' in UO and at one time
was good for very little save trapping lockable boxes/chests
(well ... that's not strictly true you could make
carpenter and smithing tools be still my heart!),
and everybody and their cousin in The Land were either making
or having made trapped boxes/chests and forever leaving
them lying about for newbies to blow themselves up with.
There were variations on the theme: leaving them on monster
corpses, trapping dungeon chests or
"Hey
want a box?"
"Sure!"
"Oops! I left something in that could you take it out and hand it back?"
"Sure!"
BOOM!!!
"OOOoooO!"
Loot, loot
"You sux!"
Great sport that, no doubt, and thoroughly enjoyed by cretins on their way to becoming gang-banger Pk'ers. But it was also a good education for the newbies withal and cheap into the bargain. But what possible profit anyone could gain from robbing newbies has always escaped me hence the term 'cretin'. But those shenanigans soon stopped when utilizing such things for other than protecting one's house, earned the perp a murder count. There were tons of reds dashing about in fear of their lives soon after until they either cracked wise or macroed off the count (or deleted their character). Tinkerings light faded somewhat soon thereafter.
Then the Great and Powerful and All Good OSI (bow, scrape, grovel onto
the max) favored his citizens with House
Add-Ons and expanded the What-you-can-make-with-the-nearly-useless-Tinkering-skill
list. Which made the skill slightly more useful but still not worthy
for a stand-alone character. Just how many Heater Stands will people
buy? Especially since there are no flasks, alembics or anything else
to use them with? Hence Tinkering is a skill best used in combination
with others.
A good combination character is the Tinker-Lumberjack-Carpenter-Tailor (TLCT try pronouncing that acronym).
"I can!"
Lonnie the lizardman
Here the Tinker supports the carpenter by making tools and the Tailor by making sewing kits. Same with the Tinker-Miner-Smith-Carpenter (TMSC) mule.
"I can pronounce that too!"
Lonnie the lizardman
Or knock yourself out with the Tinker-Lumberjack-Carpenter-Tailor-Miner-Smith mega-mule (TLCTMS).
"T'lu sst'm'ess!"
Lonnie
I leave it to you to look up what you can make with any of these combinations.
For someone starting a new mule character, these are the attributes I recommend:
- STR -- 35
- INT -- 20
- DEX -- 10
Whether this is a primary or secondary (mule) character
makes no difference in choice of physical attributes (STR;INT;DEX).
The primary attribute for a Tinker is DEX but don't neglect
INT. Since I suggest a character with additional Tailoring
skill, I'd pretty much follow the guidelines I laid down
in that essay with variations
in starting skills depending on what emphasis you wish to
place on the character.
Unless you're in a hurry to make trapped chests
I'd make a Tailor/Mage/Carpenter (as in the Tailoring
essay) and buy Tinkering and Carpenter skills. You stand
a better chance of making some coin so as to be able to
buy ingots and other wherewithal to support your tinkering
habit. Tinkering can keep you in Carpentry tools and after
putzing around with those two skills you'll soon be able
to make small lockable boxes. I'd then get a vendor deed
and start looking for a place to place him/her ASAP. Once
you are able to create Potion Kegs and other house addons
you're in business.
Tinkers with sufficient skill can make items of exceptional quality. Items
that have limited uses, such as tailor kits and carpenter tools will
last longer if they are of exceptional quality. Also Grandmaster Tinkers
will be able to place their Maker's
Mark on an exceptional quality tinkered item. Wow! Imagine using
"a tailor kit crafted by TinkerMule [exceptional]" to create those skullcaps...
Note: Jewelry cannot be marked
Most of the Merchant Guilds/Conglomerates have web sites whose URL's are available off Stratics or through UOM and usually have places to put a vendor.
Anything that appears on the menu if it's not there you can't make it. It doesn't seem to matter what you make either, frankly, though some say that Spy Glass is the hardest. That may be true but it doesn't seem to make any difference in terms of skill gain. The key? My advice is simple: get a bunch of ingots and make keys lot's of them. Or knives. These only use up 1 ingot apiece and wastes materials only now and again.
Why is this the case? Probably because OSI feels the way I do about Tinkering
and hasn't bothered to fix it beyond adding some 'makeables' and a new
menu. Enjoy!
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