Tinkering Research Page

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:

  1. Buy an Ust.  This is a tool used to salvage raw materials for tinkering.  Available at starter towns and racial capitals.
  2. Collect material (gold, steel, iron, velvet, etc, again, see the link above for specfics).
  3. Double-click the Ust and drag loot to be salvaged into the window and click "Salvage".  You will reclaim some units of the raw material to use for tinkering.  Keep collecting and salvaging until you have 100 units of the material you want.
  4. Once you have 100 units, double-click the salvage and target the item you want to tinker.  If your skill is high enough, you will alter the item based on the type of salvage you applyChoose wisely, as you can only tinker any given item 10 times, and it gets more difficult with each attempt! **It doesn't matter what you tinker each time, you can't tinker value 10 times and then burden 10 times**

Now that I've explained the basic process, let's look at the factors affecting tinker success:

The Data

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.)

TABLE 1

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:

TABLE 2

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

 

INTERPRETATION

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