Tinkerer¶
"Anything mechanical, I can fix. Anything not mechanical, I can make mechanical."
Role: Engineer + gadgeteer. Builds traps, repairs gear, picks locks via tools instead of stealth. The class that bridges crafting and combat.
At a glance¶
| Stat bonuses | Intelligence +3, Dexterity +3, Perception +2 |
| Allowed weapons | Staff, Dagger, Hammer |
| Starting skills | Tinkering (5), Engineering (4), Lockpicking (3), Trap Setting (3), Staves (3) |
| Starting kit | Hammer, Padded Vest, Tinker's Kit, 2× Lockpick, Wire Spool, Bandages |
| Best faction | Merchants Guild (your customers) and Arcane Collegium (your collaborators) |
| Best merc team | Old Guard - they keep you alive while you set up |
First 30 minutes¶
You're a setup class. First fight, you'll be slow. After three days, you're terrifying.
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Find the workshop. Ghelmyon's industrial district - the blacksmith's basement has a Tinkerer's workbench.
walk to forge walk to workshop -
Craft something. Anything. Your Tinker's Kit gives a starter recipe set - basic traps, repair patches, lock tools.
craft snare_trap -
Buy wire + scrap metal. Forever your two consumables. Every fight you set traps for, you spend wire.
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Don't engage hostile mobs directly. Set a trap on the path, bait, retreat. Tinkerer wins fights they prepared for; loses fights they're forced into.
Skills to focus first¶
- Trap Setting (3 → 5) - your real damage. Pre-placed traps deal pre-multiplied damage.
- Tinkering (5 → 7) - your craft. Unlocks better tools, better traps, lock picks.
- Lockpicking (3 → 5) - Tinkerer-side approach to locks (no Stealth dependency, just a lock + a tool).
After Tinkering rank 5, branch into Gadgeteer (combat-trap specialist) or Engineer (utility/construction focus).
Suggested merc team¶
Old Guard - Hendrik keeps you alive during your prep turn; Maelis covers the moments your traps are still cooling. Both veterans understand "wait, just let me finish placing this."
Quest or grind?¶
Craft = grind. Your daily loop is craft 2-3 traps, sell some, keep some. The Merchants Guild questline pays well for craft work. The Collegium has a Mechanical Arts subdivision that respects Tinkerer skills.
Combat quests work too but you'll always lose efficiency vs a Warrior - your kit needs setup time.
Mid-game arc¶
- Hit Tinkering rank 5. Path unlock + recipe library expansion.
- Reach Merchants Guild friendly rep. Vendor unlock for rare components.
- Build a portable forge. Lets you craft mid-quest, not just at the workshop.
Training & Practice¶
Where the work happens between adventures.
Head to the Academy Tinker Bench (academy_tinker_bench, in the
Collegium's Mechanical Arts subdivision). Talk to Master Tinker
Pivot - he runs the bench, signs the ledger, and decides which tier
of work you're ready for.
How it works:
/shift startat the bench (or/tinker_shift start) to take a 4-hour shift. Pivot posts a queue of tickets scaled to your rank - a stuck cellar lock at the bottom, a jewelled clockwork nightingale at the top.- Resolve tickets with the bench's verbs:
repair <object>,fabricate <object>, orexamine <object>to spec out what a broken thing actually needs. The ticket's nature decides which sub-skill gets the credit - locks always credit lockpicking, clockwork always credits engineering, and the general bench work credits tinkering. Plus a small stipend per ticket. /shift endto close early (or let the timer expire).
Tier ladder (Pivot decides): easy → standard → challenging → esoteric. Higher tiers pay more and unlock the rarer ticket types; apprentices start at easy and earn the harder slates by keeping the routine ones clean.
Why bother:
- Steady SP without burning your own wire and scrap.
- Modest purse per resolved ticket (Collegium stipend, not adventuring pay).
- Twenty clean shifts typically earn a referral letter the other Mechanical Arts branches honor - opens doors at sibling benches in other cities.
- Pivot teaches up to rank 70 in tinkering / engineering / lockpicking.
Capstone - Volatile Cascade¶
Unlocked at rank 30 in engineering. Detonate your alchemical reserves. Every hostile creature in the same location takes (engineering rank × 2) damage, bypassing armor.
You yank the failsafe pin and step back. Glass shatters. The room lights up.
Once per day. The Tinkerer's nuke. At rank 60+ engineering this hits like a top-tier mage AOE. Best used on a wave of mooks; wasted on a single high-HP boss.
See also¶
- Survival essentials
- Utility & tools - lockpicks, tinker tools
- Recommended kits by class
- Merchants Guild faction
- Grigg's three teams