By Surge of Morningthaw
UPDATED 7/23!
I've created this page to present analytical data regarding Tinkering Skills in Asheron's Call. If you're not familiar with the basics of tinkering, a lot of the data won't be very clear to you (it will probably be a little confusing to people who have a grasp, too). The following brief description of the process may help clear up some of the complexities of tinkering:
1) Purpose of Tinkering:
Tinkering is a skill that allows a player to change the characteristics of loot generated items. The following are a couple of examples of what characteristics can be tinkered (exhaustive lists, including what materials can be found at any popular AC site, such as Maggie the Jackcat's Tinkering Page )
2) How to tinker:
Tinkering is a simple process:
Now that I've explained the basic process, let's look at the factors affecting tinker success:
The following chart displays the results of applying PURE (x.00) quality salvage to various quality items. This data is all from using GOLD with the ITEM TINKERING Skill. (**Early data indicates each tinkering skill may have slightly different difficulties. i.e. it is easier to raise the value of an item using gold than it is to raise the AL of a piece of armor with Steel.)
| First Tinker Attempt |
SALVAGE QUALITY |
||||||||||
| 1.00 | 2.00 | 3.00 | 4.00 | 5.00 | 6.00 | 7.00 | 8.00 | 9.00 | 10.00 | ||
| Item Work- manship
|
1 | 58 | 56 | 54 | 52 | 50 | 50 | 50(42) | 50(38) | 50(34) | 50(30) |
| 2 | 88 | 76 | 74 | 72 | 70 | 66 | 62 | 58 | 54 | 50 | |
| 3 | 108 | 106 | 94 | 92 | 90 | 86 | 82 | 78 | 74 | 70 | |
| 4 | 128 | 126 | 124 | 112 | 110 | 106 | 102 | 98 | 94 | 90 | |
| 5 | 148 | 146 | 144 | 142 | 130 | 126 | 122 | 118 | 114 | 110 | |
| 6 | 168 | 166 | 164 | 162 | 160 | 146 | 162 | 138 | 134 | 130 | |
| 7 | 188 | 186 | 184 | 182 | 180 | 176 | 162 | 158 | 154 | 150 | |
| 8 | 208 | 206 | 204 | 202 | 200 | 196 | 192 | 178 | 174 | 170 | |
| 9 | 228 | 226 | 224 | 222 | 220 | 218 | 212 | 208 | 194 | 190 | |
| 10 | 248 | 246 | 244 | 242 | 240 | 238 | 232 | 228 | 224 | 210 | |
Here are charts of the Workmanship VS Salvage Quality for the first and 10th tinker: (the legend isn't quite clear: the lines represent the salvage quality):


Next, I applied the same quality of gold salvage (5.00) to a workmanship 1 (poor) item 10 times to observe the progression of the difficulty:
| Workmanship 1 | Salvage Quality 5.00 | ||||
| Difficulty | Increase in Diff | % of 1st Tinker | Increment | ||
| ATTEMPT # | 1 | 50 | - | 1.0 (100%) | - |
| 2 | 55 | 5 | 1.1 (110%) | 10 | |
| 3 | 65 | 10 | 1.3 (130%) | 20 | |
| 4 | 80 | 15 | 1.6 (160%) | 30 | |
| 5 | 100 | 20 | 2.0 (200%) | 40 | |
| 6 | 125 | 25 | 2.5 (250%) | 50 | |
| 7 | 150 | 25 | 3.0 (300%) | 50 | |
| 8 | 175 | 25 | 3.5 (350%) | 50 | |
| 9 | 200 | 25 | 4.0 (400%) | 50 | |
| 10 | 225 | 25 | 4.5 (450%) | 50 | |

You're probably thinking, "These are some interesting tables, and pretty graphs, but how does this all help me make better tinkering decisions?"
Gouru of Morningthaw has put together this formula to estimate the difficulty of a given tinker (with an Dei Ray of Harvestgrain tagging on the multiplier from the 2nd table above!)
This proto-type formula has been presented
that will give an approximate skill for any quality material and workmanship
item and times tinkered.
difficulty = (B + (20*Q) - (M * S)) * P
B = Base Diff (50 for Gold and may vary for different materials)
Q = Item Quality (Workmanship)
M = Multiplier. 2 if the salvage quality is less than the workmanship. 4 if it
is greater or equal to the workmanship. (this is updated!!!)
S = Salvage Quality
P = Tinker attempt value
1st 1
2nd 1.1
3rd 1.3
4th 1.6
5th 2.0
6th 2.5
7th 3.0
8th 3.5
9th 4.0
10th 4.5
NOTE on M or the Multiplier – the value 4 is actually a bonus if the material
quality is greater than the item workmanship.
For example: An item with a Workmanship of 5 that has been tinkered twice
already. A material of workmanship of 4.53 is applied.
(50 + (20*5) – (2*4.53)) * 1.3
(50 + (100) – (9.06)) * 1.3
140.94 * 1.3
So a skill of 183 would be required.
Base Difficulty (preliminary estimates - very few samples to date!):
Gold: 50
Iron: 70
Steel: 70
Velvet: 65
Brass: 57
Bronze: 57
A web calculator for some materials can be found here, courtesy of Caerthalion!
Special thanks to everyone who contributed data/materials/formula/research/vault bumps/compilations/comments and encouragement on this project!
Please send any data/comments/corrections/donation information to acsurge@optonline.net