Tinker I
You may build items from low-tier schematics and you get 1 free schematic. You can also recharge energy cells and capacitors. |
Tinker I is a skill in the Tinkering tree which allows characters to recharge energy cells and construct low-tier schematics, as well as apply low-tier item mods to existing items.
Notable highlights from the low-tier schematics unlocked include:
- Common ammunition (
lead slugs,
shotgun shells, and
HE Missiles)
- Low-tier firearms
- Low-tier energy cells (including
chem cells and
solar cells)
- Low-tier injectors (including
salve injectors)
Recharge
Recharging an energy cell requires a single A bit for every 3000 units of charge, rounded down, but 1 at a minimum.[1] For example, recharging a chem cell from empty requires 3 A bits because its capacity is 10000, which when divided by 3000 gives 3 with a remainder. If you don't have enough bits for a full charge, you can choose to partially recharge, which consumes all of your A bits and gives 3000 charge for each one.
Tips
- The schematic crafting granted by Tinker I is only as good as the schematics one has learned. Thus, it is recommended to cook with
sun-dried bananas and use the resulting
Psychometry to learn the schematics for all the artifacts in one's inventory.
- A single A bit restores 3000 units of charge, enough for one recoiler activation. Thus, for characters with Tinker I, it is wise to keep at least 1 A bit in reserve in case you need to recoil and all your cells are drained.
- The ability to craft large numbers of low-tier energy cells is useful in the early game for tinkering or artifact-focused characters, who may not yet have found enough cells as loot out in the world to power all their artifacts.
- Tinker I is a highly useful skill even for characters not focused on tinkering, as almost any character will appreciate the ability to recharge energy cells and craft large amounts of the consumable artifacts that Tinker I unlocks (e.g. low-tier ammunition, grenades, injectors, etc.)
Items that can be built using Tinker I
Mods that can be learned using Tinker I
Mod | Bit |
---|---|
Masterwork | <1> |
High Capacity | <1> |
Airfoil | <1> |
Scoped | <1> |
Sharp | <1> |
Visored | <1> |
Fitted with cleats | <1> |
Slender | <1> |
Lacquered | <1> |
Padded | <1> |
Sturdy | <1> |
Feathered | <2> |
Metered | <2> |
Scaled | <2> |
Spring-loaded | <2> |
Counterweighted | <2> |
Reinforced | <2> |
Flexiweaved | <2> |
Lanterned | <2> |
Mod | Bit |
---|---|
Willowy | <2> |
Drum-loaded | <2> |
Freezing | <2> |
Flaming | <2> |
Electrified | <2> |
Polarized | <2> |
Fitted with filters | <2> |
Wooly | <2> |
Recycling | <3> |
Two-faced | <3> |
Six-fingered | <3> |
Gesticulating | <3> |
Nav | <3> |
Liquid-cooled | <3> |
Terrifying visage | <3> |
Serene visage | <3> |
Serrated | <3> |
Spiked | <3> |
Factions That Teach Tinker I
Tinker I is not taught by any of Qud's persistent factions. However, procedurally generated factions such as village factions can teach randomly chosen skills as part of their water ritual.
Creatures That Have Tinker I
Aloysius
arconaut
Argyve
Barathrum the Old
Bep
Dardi
daughter of Exile
grenadier
gutsmonger
Hortensa
Iseppa
Jacobo
Mafeo
Naphtaali tinker
Otho
Pax Klanq
Q Girl
schematics drafter
Sparafucile
tinker
village tinker
Wandering Tau
Yla Haj
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Tinkering_Tinker1.Recharge