Tinkering

A specialty skill possessed by gnomes, tinkering allows the gnome to create specialty gadgets.

What are the best strategies to use and develop the tinkering skill? Which recipes are the most and least useful? Can you make a profit through tinkering, and if so how?

Post your strategies on how to best use and develop the tinkering skill, and read, rate and comment on those posted by others.
Post Comment
ammo for Cats
# May 31 2001 at 10:36 PM Rating: Default
'lo. I was wondering about the catapult, the amunition coudl be firewater, and as I do not have the skill nor money to make one, I can not test this theory. I mean think about it, Fire water has no purpose whatsoever except to help make other tinkerd items. I have seen very few items that do just that, the only question is how would you load it? I would need to see one myself but I am pretty sure that that's what it does, or maybe equip something like such in your 1st hand slot and put catapult in second? I don't know, making wild theory's but you have yet to prove me wrong.

Hope it helps,

>>-----------Footman gnome enchanter------------->
Rebreather/Batterys
# May 12 2001 at 3:53 PM Rating: Default
What lvl does the rebreather become trivial to make, and can you recharge the gnomish clockwork armor??
Tinkering Advance
# May 07 2001 at 8:05 AM Rating: Good
*
102 posts
I'm not sure if anyone has posted this already, seeing as I don't tinker very much, but it hit me, that Verant has given tinkerers the greatest of all advancements in one of the last patches.
When Verant gave the No-combine ability for bags, it meant that combine containers with the wrong recepies in them, wouldn't combine. For tinkerers, this is a HUGE advancement. Now, if you want to find out what new recepies exist, or the use for a gemcutter is, you don't have to risk loosing your tons of pp just for one try! It's free experimentation!

Gedran
RE: Tinkering Advance
# Jul 29 2001 at 7:38 AM Rating: Default
you're SO right....good call =)
#Anonymous, Posted: May 05 2001 at 4:21 PM, Rating: Sub-Default, (Expand Post) I think guns would be a terrible thing to introduce into this fantasy world. Just look at what guns have done to change our civilization. We went from using swords and armor to using guns. Everything changed. This is a fantasy game. It is not meant to be based on reality. If you want to play around with guns, go play Quake or some ****. :P
Would tinkering be useful for a mage?
# May 05 2001 at 3:06 PM Rating: Default
i'm a mage and can't wait to get tinkering. i have heard that you need toolboxes but mages have no use of blacksmithing to make these toolboxes. it would just mean i raise my blacksmithing unless i can raise it and use it to make some money. tinkering doesn't really have benefits for a mage does it? if it does can you tell me if i should tinker and blacksmith so that i can know if i should tinker or not?
RE: Would tinkering be useful for a mage?
# May 07 2001 at 7:54 AM Rating: Good
*
102 posts
Don't worry about blacksmithing. Although you can make toolboxes with blacksmithing skill you don't need to. Every time I have been in Ak'anon, at least one merchant has a toolbox for sale, and even if they didn't, there are hundreds of blacksmiths per server so you shouldn't have too much of a problem finding one to buy. They should run you anywhere from about 5gp to 1pp maybe.
Tinkering isn't directly helpful to the mage class, but it isn't directly helpful to any class, what it does is let you make a bunch of really cool items that you sell to other people who need them, or use them yourself if they do something you need.

Gedran
RE: Would tinkering be useful for a mage?
# May 14 2001 at 9:40 PM Rating: Default
The delux tool box is 10 slot and avbailable just off the boat in velious.
RE: Would tinkering be useful for a mage?
# May 17 2001 at 10:22 AM Rating: Default
The deluxe toolbox is ONLY used for the armor recipes.
#Anonymous, Posted: May 02 2001 at 11:11 AM, Rating: Sub-Default, (Expand Post) I think this is very simple. The idea of a gun would probably ruin the game. When an average person thinks of the common fantasy they dont think of mechanical items such *** all the clockwork stuff of the gnomes. A gun would be on the bottom of the list though as far as an average RPG fantasy based world. But if it was decided to have a gun then it should become a new trade rather then including it into the tinkering section. If you think about it fletching could also be put into the tinkering trade. As far as some people were talking about reloading and equiping and all of that it should just be put into the range slot rather then a bow and in place of arrows for ammo you would but bullets. The gun and bullets themselves should be just as easy to make if the stats on the gun would be around the 10dmg and 30 delay that someone was talking about up above. Personally i would think the delay would be around 48 or so being that it normally does take a long time to reload. Going along with the whole reloading issue....i saw someone saying above that you should have to combine the gun with some ammo. How much sense does that make? You dont have to do that with a bow and arrows and it is the same basic item type (RANGE). The idea of giving this as a no drop item is also a rather good idea, possibly as a higherup wood elf quest going along with the idea that they hate technology and all that. It could be something dropped by a monster in dagnors cauldron or the lasser faydark. Possibly that ******* 61 brownie that runs around. (i know he is for another quest but being that he is over level 60 he should be used for more then 1 thing) another idea is to have the PoD drop him. i think that almost everyone hates his stupid self being that he is trying to get the world to start on a track of hate and killing each other more then we are now. He is also a perfect candidate because he is hard to kill. If he were to drop it though we would have to buff the weapon to around 40 to 50 dmg being that it is so hard to get and keep the normal delay of around 40. Some of these variations could make the idea of a gun far more balanced rather then some of the idiotic ideas of having a weak monster like crush walking around with it or an orc in a tree shooting you in the head on your way to kelethin to do some trading. These are my own outlooks on this entire thing, just some possible suggestions incase it is ever decided to put this item into the game.
RE: About the whole Gnomish Gun thing way up there
# Jul 18 2001 at 6:49 AM Rating: Decent
Bla bla bla...
You don't actually seem to know anything so why is your mouth moving?
How can you fill up the space with noncense speculations on things you don't have a clue about?
Shafted
# Apr 13 2001 at 8:36 PM Rating: Default
Where can I get the shafts for fireworks - according to EQTRADERS, the only place is the lizard man island?!?!?!?
RE: Shafted
# Jun 06 2001 at 1:33 PM Rating: Good
*
62 posts
Indeed, the Metal Shafts (not to be confused with Metal Rods) are available from Bom Knotwood in the 3rd windmill. They can also be obtained from Rylin Coil, the Tinkering vendor next to the waterwheel in Ak'Anon. The fireworks will cost roughly 3gp per set of four, and are always a hit at guild events, wedding, etc.

No damage can be done with them, but they're great as a flare for n00bs, and look cool as hell when you have 20 people setting them off at once.
RE: Shafted
# May 20 2001 at 1:34 PM Rating: Decent
24 posts
Fireworks?? What are fireworks used for?? distraction?? blowin things up?? what??

I'm a pyromaniac, I gotta know these things...

BlackIcePanther, torvonnilous
RE: Shafted
# Apr 20 2001 at 10:54 PM Rating: Decent
As far as I remember that would be at the Wind Mills in Steamfont.

I hope that helps

Crystalmyst
Cap on Tinkering Skill?
# Apr 07 2001 at 2:51 PM Rating: Default
I am concerned about the ability of my gnome to improve / increase his tinkering skills above level 30. There is a disputed rumor (from Tinker’s Compendium) that gnomes can only increase their skill in tinkering from level 16 up through level 29. So far I have spent an inordinate amount of PP slowly improving this skill and I doubt I’ll make even 60 by the time I hit level 30. Thus, rebreathers seem ridiculously unattainable. Is it a fact that once a gnome reaches level 30, there is no way to improve his skill? (other than perpetually committing suicide to stay below 30 or just flat giving up on the trade skill.) Pardon my ignorance; please shed some light on this fact or rumor. I have also sent this correspondence to other sources to get their take. Thank you. V/R Gunkle Tinkertoe, 28th Enchanter, Errolisi Marr Server.
RE: Cap on Tinkering Skill?
# Jul 11 2001 at 10:44 PM Rating: Default
I stoped tinkering till I hit lv 50, My skill is 163 atm. It cost alot of plat to raise this skill,
So get ready to be poor.

Lomis Lightfoot lv 58 cleric prexus
RE: Cap on Tinkering Skill?
# Apr 22 2001 at 6:06 PM Rating: Default
You must be going about it wrong. I am level 29 and have a 135 skill in tinkering. I am already making Aqua Lungs that trivial at 148. Rebreathers may trivial at 177+

The trick with any skill is to only make the next higher level item. That is to say if you are making Mechanical Lockpicks and trivial at 62, then start making Flameless Lanterns until you trivial at 68. Do not attempt Bow Cams that trivial at 75 until you trivial those Flameless Lanterns. Yes you will succeed at the higher items, but not enough to make it worth the added cost.

Mabbena Taseldwyn
What's up with this trade?!?
# Mar 25 2001 at 4:22 AM Rating: Decent
After looking over some of the tinkering recipies, I have to admit that there are some pretty cool and useful items (spyglass, rebreather, etc.) but at the same time, there's also a lot of items that seem to be useless (the gemcutter and the catapault for example) Verant themselves should get their collective asses in gear and make sure that every tinkered item has a use (and not an obscure one at that) Either that or they should release a definitive guide that tells everyone what items are useless, so that people stop wasting time and money on pointless rumors that say that the "useless" items do stuff. They should also open up skill increases in tinkereing to certain classes and races that would be inclined to that sort of thing (dwarves, halflings, caster-classes) or just get rid of tinkering skills in non-gnomes altogether. Its pointless to be a human monk wanting to tinker a rebreather, but sucking so bad at the skill that he/she cant even make a compass.
RE: What's up with this trade?!?
# Jul 01 2001 at 5:38 PM Rating: Default
Ok everyone listen up!
Anyone can tinker. It will be hell to do so and you cannot raise your skill above 50. This is where the basic items trivial. This means only a Gnome can make a Rebreather. Gnomes can only raise their skill past 50 once they achieve level 16. At level 16 they are granted 50 levels of Tinkering.
This is much like waiting to start any skill. If you place one practice point into a skill at level 10, you get that skill at 10 points. The max you can get this way is 20 points by starting the skill at 20th.

Clear as mud?

Mabbena Taseldwyn
Master Tinkerer (146)
RE: What's up with this trade?!?
# Jun 29 2001 at 6:19 AM Rating: Default
You're missing the point! Gnomes are the only race with a mind strange enough to even comprehend the idea of mechanics, hydraulics and so on, in this world of fantasy! Come on! They are small, and ugly give them something!
Try reading the Dragon Lance Saga to see the point! Good books AND they (although not very much) sheds some light on the Gnomes and their Tinkering... I believe the Dragon Lance Gnomes were the first to Tinker in all fantasy... But I may be mistaken!
RE: What's up with this trade?!?
# Apr 29 2001 at 8:37 PM Rating: Default
It says in the INSTRUCTION BOOKLET that tinkering is for gnomes. Check the Kunark book page 53, very last word - GNOMES.
RE: What's up with this trade?!?
# Apr 02 2001 at 9:12 PM Rating: Default
I kind of agree with the non-gnome tinkering. I think that maybe it should have a capped skill for non-gnomes. (say 50) That way gnomes still rule the tinkering world (Besides fireworks) and humans can make compasses.

On the other hand you'd have to do this with Alchemy then and.. well..

I think that no changes (Other then adding uses for tinkering items) should be made to Tinkering or Alchemy since it would lower the market for easily-made-items (fireworks SoW potions)
RE: What's up with this trade?!?
# Jul 29 2001 at 2:09 PM Rating: Default
i think everyone is missing the point here, tinkering isn't really suppose to be useful. It was just something gnomes came up with, some of it came out useful, some didn't the point was it's what they did
Illusion Gnome
# Mar 14 2001 at 5:07 AM Rating: Default
Can non-gnome enchanters get the tinkering skill up by casting illusion gnome?
RE: Illusion Gnome
# Jul 18 2001 at 6:52 AM Rating: Default
Does not sound neither realistic or probable...
has anyone tried...
# Mar 14 2001 at 1:33 AM Rating: Default
the gemcutter in this fashion:

put the gem cutter, a drop of grease (dropped of the cargo clockwork occaisionally), the gem, and one unenchanted bar into a jewelry kit? if i had the money/level to try this one, i'd do it myself...

-Gheardon
Stalking Probes
# Mar 11 2001 at 5:17 PM Rating: Default

Okay, sorry if this is a known problem but I just started tinkering this evening. I tried to make Stalking Probes with 2 gears, 1 bottle, 1 metal rod, 1 firewater. but i am getting the message that the items do not combine in the given quantities. I've checked a couple places for the formula, and it appears to be right. What am I doing wrong? Any help is appreciated. Thanks.
RE: Stalking Probes
# Apr 15 2001 at 3:54 PM Rating: Default
Make sure you aren't stacking anything... that causes problems!
skill check for recharge?
# Feb 06 2001 at 9:14 PM Rating: Decent
so i'm a human with 0 skill tinkering. i have a pair of watchman boots that i got through tiny skels quest. according to the tinkering guide they can be recharged with a class five mana battery. do i need tinkering skill to do this? if not, i can just buy a toolbox, put the boots and battery in the box and hit combine, right?

if i do need tinkering skill, how much do you need to be able to recharge watchman armor?
RE: skill check for recharge?
# Apr 27 2001 at 7:32 PM Rating: Excellent
Actually the quest boots don't recharge. It's _Clockwork_ Watchman Armor that can be recharged.
RE: skill check for recharge?
# Feb 08 2001 at 10:42 PM Rating: Default
Human's cannot get any Tinkering Skill...as for whether or not it is needed to Recharge I am not sure
Tinkering item?
# Feb 03 2001 at 3:57 AM Rating: Default
I recently was given an Item by a high level toon who said"Your a Gnome Right?" then proceded to give me a "Small Power Sorce" it lokes like something for tinkering but I don't know. Any ideas on what it is or for?
Any lvl ceiling?
# Feb 01 2001 at 6:25 AM Rating: Default
I understand that tinkering can only be trained by gnome of lvl 16 and above. H/w, does it has lvl ceiling like other skills or no lvl ceiling (ie can get my tinkering to above 100 at lvl 16 provided I got enough pp to burn)?

Thx.
RE: Any lvl ceiling?
# Jun 06 2001 at 2:03 PM Rating: Good
*
62 posts
I'm sure the initial posters of this thread have already answered their own questions, but here's a response for anyone else. Yes, Gnomes start with Tinkering 50. No, you can't begin to work on it until 16th (tho you can still make lo-triv items). And finally, no, there is no level cap - you could make rebreathers at level 16.

I'm at Tinkering 95. With a CHA of 105+, this cost roughly 3kpp. That's 3000pp. This is not a tradeskill for the weak of finger or light of pocketbook.
RE: Any lvl ceiling?
# Mar 11 2001 at 12:37 PM Rating: Default
I also was told that we gnomes could train in tinkering only after lvl 16, yet I attempted and have been succesful at making fireworks since level 11. I am currently lvl 14, and my skill has not gone up yet, although firewater, fireworks, bait, compass, and fishing pole are trivial to me...I hope that helps at all...

Phlare
14 level Wizard
RE: Any lvl ceiling?
# Mar 14 2001 at 1:37 AM Rating: Default
that's because you start out with a tinkering of 50 or so, it just won't raise till lvl 16

-Gheardon
i need some info on tinkering
# Jan 21 2001 at 4:52 AM Rating: Default
hi

this is Iifell from TarewMarr i am a gnome warrior and i need to know what da heck tinkering is and i need to know how to do it so may i get some filling in??? please send me an e-mail at wulfbabie@hotmail.com i just cant find what i am looking for and if u have warrior tips as well please tell me some i am a 16th. so PLEASE send an email


Iifell 16 warrior
TarewMarr
What is tinkering?
# Jan 20 2001 at 10:17 PM Rating: Default
I was just wondering, I have never played a gnome and I often hear them tlaking about tinkering. I think it is some sort of skill that envolves making new item but I am not sure could some one please fill me in.
RE: What is tinkering?
# Apr 20 2001 at 10:59 PM Rating: Decent
Go check that site, you'll see what tinkering is :o)

http://www.eqportal.com/tinkering/

Good luck

Crystalmyst/Nileriane
Mana Batteries
# Jan 16 2001 at 7:28 PM Rating: Decent
*
166 posts
I've been debating about starting a tinkerer. But I was looking at the advanced recipies and they all require a level 5 mana battery. How hard is it to come by these things and how much do they cost?
RE: Mana Batteries
# Jan 16 2001 at 9:42 PM Rating: Decent
They cost about 54 plat from the Gnome Pirates in Iceclad ocean. The cost of the Class V mana battery will be the least of your concerns by the time you are trying to make the top-end items.
fireworks
# Jan 12 2001 at 10:02 PM Rating: Default
how do you make fire works?????
RE: fireworks
# Mar 11 2001 at 12:41 PM Rating: Decent
Simply combine : 1 metal shaft
1 bat wing
1 firewater (tinker-made---1 gnomish spirits, 1 flask of water)
...in your toolbox. This creates 4 separate rockets which do NOT stack.
tinkering/worth it
# Jan 07 2001 at 8:11 PM Rating: Default
im new to tinkering what is it really and do i really need it ?
compass
# Jan 02 2001 at 8:13 AM Rating: Default
can you make a compass?
Gnomish Gun
# Dec 22 2000 at 11:50 AM Rating: Default
Ok, I have to ask. I have heard rumors of a Gnomish gun, that a warrior can use. Any truth to this? From what I hear, a couple of people have made the gun, but can not figure out how to make the bullets. Any and all info to this is welcome, this would be a great money maker to us gnomes. Thank you once again
RE: Gnomish Gun
# Feb 24 2001 at 7:18 PM Rating: Default
hah, whats RPG stand for anyways, role playing game or rocket propelled grenade?
RE: Gnomish Gun
# Mar 07 2001 at 6:38 PM Rating: Default
RE: Gnomish Gun
# Dec 26 2000 at 5:17 PM Rating: Default
There is no, and well most like likely never be a gnomish gun. An item of that type would be too over powering. There is a catipult, which, like most other tinkered divices, does absolutly nothing. There is no gun. Guns do not belong in a fantasy setting.
RE: Gnomish Gun - Appropriate and not Overpowerful
# Dec 29 2000 at 5:58 PM Rating: Good

Guns were widely used by western knights during the crusades (i.e. 1200) and afterwards; pre-dating most of what we now think of as 'plate-armor' and 'traditional' fantasy weapons like 'rapiers'. Guns do belong in the 'historical' setting that EQ's 'fantasy' setting is loosely based on.

They were not particularily effective; aiming was extremely poor, they were hard to reload in combat, and they occasionally blew up. Even 400 years after guns came into use, 'elite' regiments like the French Musketeers still relied heavily upon their swords. They didn't exactly dominat the landscape for centuries after they came into use...

Guns were used because they took little or no training to use or skill to construct (basically just need a metal pipe...); not because they were effective. They provided a cheap alternative to bows and crossbows.

RE: Gnomish Gun - Appropriate and not Overpowerful
# Dec 29 2000 at 9:00 PM Rating: Good
Actually, the weapon to which you refer was known as a hand cannon, there was no hand-grip, per se, but rather the user held the pipe, which had a touch hole similar to field cannons which were in use into the late 1800's, and the stock was a simple piece of metal that counter balanced the pipe, and merely rested on the forearm of the user. Another variant that saw first use in the mid 1300's used an arrow-like projectile that had curved copper fletching that gave the "arrow" ( I can't really call a pointy 1" diameter shaft an arrow) spin in flight, that allowed it to fly farther and straighter. Both of theses weapons were highly unstable, would not work when the weather was wet, and required zero skill to use. While the devices ARE dated in the proper period, the fact they are unstable, wouldn't work when the humidity got above 60%, and required ZERO skil to work, in my opinion, disqualifies either of these from use in the game.
RE: Gnomish Gun - Appropriate and not Overpowerful
# Jan 07 2001 at 7:27 PM Rating: Good
A gnome can tinker plain and simple. i bet you are going to say gnomes existed in the middle ages too eh? plain and simple fantasy is fantasy! if they wanna allow guns so be it! but of all the thinsg who could make a gun why not the gnomes? hell if we're lucky maybe a few of those hand cannons will explode and wipe out a few. i do believe that gnomes should be able to make little mechanized pets though. they have them all over in akanon why not as an actual pet you know? makes sense to me.

Ulano of Luclin
RE: Gnomish Gun - Arming the masses
# Jan 13 2001 at 1:12 AM Rating: Decent
Fantasy will be Fantasy, you can do whatever the heck you wanna do. Here's my 2cp on what to do to incorparate the Gnomish Gun into the game without devastating its availability or uniqueness. The gnomes of the dark mines in the junkyard have always disliked those that don't follow their more sinister ideas. Common enimies lead to allies as history has taught and so it is when the gnomes of the mine find some strange parts frequently appearing down there. . .smalll metal peices that appear to be used as projectiles. As luck would have it, the long though to be lost diary of Tinmizer is found frozen in the Great Divide of Velious. In it is plans to use the 'projectiles' at high speeds for violence. Then it happens, the evil gnomes of the mine sign a pact with the dark elves of Neriak to arm the Orcs of Crushbone to overrun the Faydarks. It is a weak treaty, but strengthened by the thought of all the elves and goodie goodie gnomes being destroyed by Gnomish Gun weilding orcs. Today the prototype is being used by the royal gaurds of Emporer Crush. And from their tower hideaway comes the rare gun dropping spawn, the Orc Sniper. Will they be stopped before every orc is shooting down elves from the trees, or will these guns be reclaimed by good and used for the purpose of orcish maiming? And so the Gnomish Gun is born. . .
RE: Gnomish Gun - Arming the masses
# Jan 15 2001 at 11:08 PM Rating: Default
oh, come on. do you really want to be walking through lesser faydark, minding your own business, and all of the sudden then announcer yells "HEADSHOT!" and you drop to the ground?
RE: Gnomish Gun - Arming the masses
# Feb 27 2001 at 2:09 PM Rating: Decent
hell, i say someone just create a special server where there are tons of guns, mines, mini-nukes, grenades, etc. and just have a little modified fun. i dont know about everyone else, but i would take great satisfaction at blowing the **** out of some of those damn npc's walking around all over the place.
#Anonymous, Posted: Jan 16 2001 at 6:11 AM, Rating: Sub-Default, (Expand Post) ahahaha, funny ; )
RE: Gnomish Gun - Arming the masses
# Jan 18 2001 at 12:18 AM Rating: Default
40 posts
Heh lets turn this into Ever-Life..... Team fortess...
Twinked newbies killing Hill Giants, David and goliath Style... although a just more momentum...

whats next? the Gnomish Uzi?

hmmmm my lvl 16 warrior taking out an army of giants and dragons..... HEY!!! I like that idea... but not in the real EQ motif....

Lets keep EQ a RPG fantasy and everything else with its own...

RE: Gnomish Gun - Arming the masses
# Feb 01 2001 at 3:29 AM Rating: Default
IF they got guns give em cars to hehe well just messin
Foolish mortals
# Feb 15 2001 at 9:04 PM Rating: Default
its a fantasy game. that means anything in fantisy (which covers an area larger than things based around the 1500) can be in it, including guns. If gnomish guns were put in, they would probably be as useful as the rest of the gnomish tinkering stuff (IE armor for the gnomes that can be tinkered.... caster classes cant wear it and you have to be above master to make it).
RE: Foolish mortals
# Aug 17 2001 at 3:22 PM Rating: Default
These are my thoughts conserning how the gun should be made etc.

1) Who makes/uses them:

Gnomes make the guns, this is how it has to be because Gnomes tinker. Smiths make bullets. Duh, who else.

2) Stats and stuff:

When everyone thinks of a gun they picture an extremely lethal weapon that could kill anything in one, skilled shot. COME ON! Bows can be even more lethal in RL with good skill. Stats would work like the bow. Differences being: range should be greater because guns are more powerfull, damage should be lower because an arrow-head tearing through flesh does more damage than a single little metal piece piercing into a creature. No drop, HAH, that's funny. I think the gun should be not be no drop because if they were as I would like them to be, they wouldn't be very over-powering at all. Lore, sure, being that there is no long trip to get these (tinkerable) if anyone wanted more than one (to sell, why else) they could have one, sell it, make another, sell it, ect. Now, delay, same as any randomly chosen bow. It's fantasy, meaning it could be a quick little pop the thing into the hole and fire (like any non-auto non-semi gun is) or it could be a long, grueling put the cloth thingy in there, poor the powder, put in the bullet, pack it in there aim and fire (like the black-powder guns....if there are any other steps in a black-powder, bite me).

3) Who can use:

Anyone, why not? With the stats that I would give them, they would be a limited use object. Pulling would be the main thing for em. You could also assign a healer, caster, useless person in a group "sniper" and have everyone do their usual job and the person/people givin the sniper position shoot along with their usual job just to add a little damage to the enemy.

4) Markets opened up:

There would be a few more markets with the gun added. The gun would have a small market just because all anyone would need is one...unless they made it really exciting and had different guns with different damage/delay and maybe a few effects like stun, snare (hit them in the leg), or even a nice DoT because their bleeding to death. The bigger market would be for bullets. Constantly needed (put in ammo slot like arrows) and maybe they would be hard to make (master smith because it's hard to file the bits into that perfect shape needed). They would be cheap (say 3pp a stack or so) but in constant demand. And if Verant were to put these in stock on merchant, I would be quite mad.

Ya see. Guns and bullets would be the same as bows and arrows. Just with a twist in stats to make them better in pulling and worse in dealing damage. The nice guns (the longest range weapon, no big damage, a so-so delay, and an effect of snare or stun) would be a huge amount of money to buy/make because new techniques for hunting would evolve such as "stand back, shoot, hope for the proc, shoot again, continue till the reach ya then melee them". Sounds fool-proof, nah, running outa bullets, rare procs, delay, and low damage would hold back the over-powering.

WHEW! If ya read all that, bless you and I hope your eyes still work. There's my whole book of how, who, what, ect on the topic of guns in EQ.

#Anonymous, Posted: Feb 26 2001 at 7:00 AM, Rating: Sub-Default, (Expand Post) What about Gnomish Nukes that could be fun all they have to do is tinker the warhead and strap it to one of their little fireworks and there ya go a ICBM.
RE: Foolish mortals
# Feb 27 2001 at 2:03 PM Rating: Default
Or hey, why not make suicide bomber orcs while your at it. personally, i think the gun is a good idea. but only if you balence it. for instance, like some other people have been talking about but not really considered, those old hand cannons took one helluva long time to load. i mean, if people had a weapon with a cyclic rate in the 5 minute range, this weapon would become a little tough to use very well (especially if you missed). Also, maybe a movement penalty could be incured by even having the item in your inventory. also, why not make it stagger the person who shoots it? in this way, you would be very limited by using it. now this is assuming that it is a hand cannon. knowing what other stuff gnomes can make, i would expect a breach loader or something. a weapon of this variety might take 30 seconds to reload, which would make it fairly effective in combat. this would be pretty cool, and really isn't that much better than a longbow or a really special bow, which has a much higher cyclic rate.
RE: Foolish mortals
# Mar 17 2001 at 1:45 PM Rating: Default
I'd say put in the gun but in order to reload it you would have to place the gun and the lead and powder in the toolbox to reload it. If you fail you lose the gun...makes sense and balances very well IMHO. Any thought on the stats of this weapon should be? I'd say 10 dmg 30 del 1 charge. using a small ball of ore that has to be smithed from 1 small piece of ore, one file, flask of water and is stackable. The powder can be made by anyone in a mixing bowl from rare items that drop off bats (guano, hehe i can just see ppl auctiong for stacks of bat crap) and sulfur. Combine the gunpowder, gnomish gun and ball of ore in a toolbox and its recharged. Fail the combine and you lose your gun. Or for those weak of heart you could just lose the components not the gun.
RE: Foolish mortals
# Apr 09 2001 at 10:13 AM Rating: Default
Think it would be a good idea but failing recharging shouldn't make u loose the gun but it would be broken. then u'll have to repair it
Same problem if u really fail a shot and the gun explodes: u take damages, ur ennemy can aggro u or be afraid because of the noise, ur gun is broken and you have to repair it (hehehe, happy gnome tinkerers)
there should also be some different charges against different ennemies: what could a little iron ball do against a giant ? >use explosives against big creatures. but explosives wouldn't allow u to aim little (human or ogre-size) monsters and would increase the chances of gun explosion
last thing, each gun should have a limited number of shots and then u should have to clean it (with a tinkered gun cleaner hehe) or it would totally explode, u would loose it and be nearly killed.
the problems of the guns would be: noise (depending of the powder exploding power, the gun and the ammos) which could aggro every mob of the zone, the fire power (don't know how to say it: u could be knocked down by the strengh of the powder's explosion), the impact power (could knock the mob down if it's as weak as a caster for example), ...
RE: Foolish mortals
# Apr 06 2001 at 8:44 PM Rating: Decent
Easy way to balance.... parts have to come from Velious and when it is made, make it no drop lore. then only a few will be there!
RE: Foolish mortals
# May 02 2001 at 11:09 AM Rating: Default
incase anyone wants to give me any more thoughts on this idea my email is FireEyeZz8@aol.com

~~FireEyeZz~~
RE: Foolish mortals
# May 02 2001 at 11:08 AM Rating: Default
I think this is very simple. The idea of a gun would probably ruin the game. When an average person thinks of the common fantasy they dont think of mechanical items such *** all the clockwork stuff of the gnomes. A gun would be on the bottom of the list though as far as an average RPG fantasy based world. But if it was decided to have a gun then it should become a new trade rather then including it into the tinkering section. If you think about it fletching could also be put into the tinkering trade. As far as some people were talking about reloading and equiping and all of that it should just be put into the range slot rather then a bow and in place of arrows for ammo you would but bullets. The gun and bullets themselves should be just as easy to make if the stats on the gun would be around the 10dmg and 30 delay that someone was talking about up above. Personally i would think the delay would be around 48 or so being that it normally does take a long time to reload. Going along with the whole reloading issue....i saw someone saying above that you should have to combine the gun with some ammo. How much sense does that make? You dont have to do that with a bow and arrows and it is the same basic item type (RANGE). The idea of giving this as a no drop item is also a rather good idea, possibly as a higherup wood elf quest going along with the idea that they hate technology and all that. It could be something dropped by a monster in dagnors cauldron or the lasser faydark. Possibly that ******* 61 brownie that runs around. (i know he is for another quest but being that he is over level 60 he should be used for more then 1 thing) another idea is to have the PoD drop him. i think that almost everyone hates his stupid self being that he is trying to get the world to start on a track of hate and killing each other more then we are now. He is also a perfect candidate because he is hard to kill. If he were to drop it though we would have to buff the weapon to around 40 to 50 dmg being that it is so hard to get and keep the normal delay of around 40. Some of these variations could make the idea of a gun far more balanced rather then some of the idiotic ideas of having a weak monster like crush walking around with it or an orc in a tree shooting you in the head on your way to kelethin to do some trading. These are my own outlooks on this entire thing, just some possible suggestions incase it is ever decided to put this item into the game.

~~FireEyeZz~~

*Try not. Do or Do Not. There is no try.*
RE: Foolish mortals
# Aug 17 2001 at 3:34 PM Rating: Default
Fantasy. One of those words that we humans gave to nothing in specific. Fantasy has no REAL meaning except whatever you can imagine. It is not anything yet it is everything. I know it can be confusing to an idiot, but hang in there FireEyeZz, it's okay. Fantasy can mean little, white-haired, pot-bellied people walking around with guns in there hands while those goofy lookin, pointy-eared, DO NOT SMELL THEIR ARMPITS, tree-huggers are packing around primative (even though effective) bows and arrows. As for over-powering the munchkins, yeah right, Verant managed to balance out people who can cast imobalizing, bone-cracking, mind-skattering spells (say necromancers) to people who can't cast spells nor use most weapons (monks). It would not be hard to balance a bow and a gun for them, believe me.
New Tinkering Items
# Dec 12 2000 at 9:06 PM Rating: Default
Has anyone found new tinkering components or items in Velious yet? Im wondering how I can get past my 118 skill without dropping too much plat trying to get to rebreather lvl.
RE: New Tinkering Items
# Dec 15 2000 at 11:15 PM Rating: Default
How much cash you drop to get to 112. It's costed me over 2kpp to raise from 50-72 so far :( I am making bow cams still to raise skill, then i was going onto stalking probes, should i change my method? Or is my expenditure sound normal?
RE: New Tinkering Items
# Dec 13 2000 at 11:36 AM Rating: Default
The majority of the mob dropped components are found in Wakening Lands off of various mobs.

Ghirardelli
Necromancer
Shadowhunters
E'ci
New Tinkering Guide!!
# Dec 11 2000 at 7:16 PM Rating: Default
Whilst in Velious, I picked up a new tome for tinkering, "Greasy Tome", from one of the gnomish pirates. Looks like some very interesting stuff, powered armor with replaceable batteries, vanishing devices and more! I'll transcribe it later.
RE: New Tinkering Guide!!
# Mar 14 2001 at 1:25 AM Rating: Decent
Powered armor...? This sounds like a hoax to me...
RE: New Tinkering Guide!!
# Dec 19 2000 at 1:38 AM Rating: Default
oh, do hurry, i desperately seek something to tinker that will help me more than the humans of freeport...

Gheardon
#Anonymous, Posted: Dec 12 2000 at 9:03 PM, Rating: Sub-Default, (Expand Post) Im drooling with antisipation!
Gilean
# Oct 12 2000 at 12:18 AM Rating: Default
Anyone know what the catapult's stss actually are?
#Anonymous, Posted: Oct 21 2000 at 7:50 PM, Rating: Sub-Default, (Expand Post) Gilean hello dude
RE: Gilean
# Oct 18 2000 at 3:05 PM Rating: Decent
the catapult recipe doesn't work (not that I expected it to, but I had to try it on the outside chance that it might)

I tried it this morning, and got "those items to not combine to produce anything" (as opposed to "you lack the skill necessary")

flames to whoever posted the recipe, and major flames to Allakhazam for letting it get onto the recipe page.. btw, I tried the Powered Gloves recipe, and it seems to be legit, since I got the "You lack the skill to combine" message.
RE: Gilean
# Apr 22 2001 at 6:20 PM Rating: Default
Catapult trivials at 135.
Shaped Ashwood Recurve
Sproket
Gear
Metal Twine
Firewater

Costs at least 42pp 2gp 9sp 3cp
Sells at 38pp 9sp 5cp

Mabbena Taseldwyn
The Catapult
# Oct 19 2000 at 5:24 PM Rating: Decent
17 posts
There are an awful lot o' tinkerers out there fiddlin' around with imaginary catapults tryin' ta get 'em ta fire somethin' if the recipe doesn't work ;)

Which bow did you use? - which wood stave, which string, which tool? The Spirits o' the Toolbox are *real* picky 'bout these kinda things.

Accordin' ta Fulcrum's site and the message board thereon the Catapult requires a Shaped Ashwood Recurve Bow - Ashwood Stave + Hemp String + Planin' Tool
RE: The Catapult
# Jan 17 2001 at 2:32 AM Rating: Default
Don't some giants drop boulders or something as a rare drop. Maybe that is used to shoot those farther or less delay?
RE: The Catapult
# Dec 12 2000 at 9:04 PM Rating: Default
Shaped Ashwood Bow it is...its a 40p item that bowyers make.
Post Comment

Free account required to post

You must log in or create an account to post messages.