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Tinkering is a skill that allows the character to build various types of equipment, repair items, pick locks, and disarm traps. It is the primary skill of the Mechanist.

Classes with Tinkering Skill
Class
Tinkering
Tinkering

Rogue 40
Merchant 10
Arcanist 25
Joker 25
Mechanist 40
Hunter 10
* Note that classes without any skill are not shown.

The tinkering skill governs a variety of interactions with robots, lockpicks, and the tinkering kit. The primary stat of the Tinkering skill is Perception which has a number of effects on the character's tinkering abilities, and their abilities to command their creations.

Advancement[]

There are many events and activities that grant chances to increase tinkering skill. These chances are represented in the table below:

Methods of gaining tinkering skill
Event Chance Cap Notes
Enemy Triggers Bear Trap 10% 100
Enemy Killed by Magic Trap 20% 100
Killed Enemy was investigating noisemaker (aware of player) 20% 100
Killed Enemy was investigating noisemaker (unaware of player) 53% 100 20% + 33%
Enemy Killed by Sentry 10% 100
Unlocking a chest 100% 60 Only once per naturally locked chest
Failing to unlock a chest 10% 60 Only on naturally locked chests
Unlocking a door 100% 40 Only once per naturally locked door
Failing to unlock a door 10% 40 Only on naturally locked doors
Sabotaging an Automaton (success) 33% 100
Sabotaging an Automaton (failure) 20% 100
Salvaging item worth 4+Magic Scrapor 4+Metal Scrap 50% 60 Eg: A vampire doublet, diamond, Heavy crossbow, etc.
Salvaging item worth 2+Magic Scrapor 2+Metal Scrap 20% 60 Eg: A steel axe, alembic, ring of conflict, etc.
Crafting item costing 5+Magic Scrapor 5+Metal Scrap 10% 100 Eg: A dummybot, Lantern, Bear Trap, etc.
Crafting item costing 3+Magic Scrapor 3+Metal Scrap 5% 100
Crafting item costing <3Magic Scrapor <3Metal Scrap 10% 20 Eg: A bottle, glasses, lockpick, etc.

Lockpicking[]

The lockpick is a versatile tool that allows a character to unlock doors and chests, disarm traps, and even sabotage enemy Automatons if the character has enough skill. Using a lockpick on an object has a variable chance to succeed, has a chance to degrade the condition of the lockpick, and has a chance to grant tinkering skill. Most activities will require multiple failed attempts before succeeding, and if the character's skill is low, they may require multiple lockpicks as well. The following table describes these chances for various activities:

Activity Required Skill Success % Degrade % (on fail) Notes
Unlock a door 0 [skill / 2] % 0% (20%) See: Lock Health
Unlock a chest 0 [skill / 2] % 0% (20%) See: Lock Health
Disarm a Trap 40 [skill] % 10% (25%) Fires arrow on failure
Sabotage an Automaton 0 | 20 | 40 | 60 0 | 50 | 66 | 100% 50% See: Sabotage
All Other 0 100% 0%

Lock Health[]

In addition to having a flat random chance to be lockpicked, chests and doors have a special mechanic that causes the character to automatically succeed in after a certain amount of attempts. Depending on the character's tinkering skill, each lockpick attempt will do "damage" to the mechanism's lock "health". Once the total "damage" has reached 20 for doors, or 40 for chests, the lock will open. The "damage" a lockpick will do scales as described in the table below:

Typical number of attempts and used lockpicks for a guaranteed unlock by skill
Skill Level Damage to Lock Door Attempts needed (# lockpicks) Chest Attempts needed (# lockpicks)
0-19 3 7 (2) 14 (3)
20-59 4-5 4-5 (1) 8-10 (2)
60-99 6-11 2-4 (1) 4-7 (1-2)
100 8-17 2-3 (1) 3-5 (1)

Sabotage[]

Sabotaging an Automaton with the lockpick may only be done from behind (180 degree cone). Attempts will yield one of two results: The automaton will either overload and explode into a shower of metal and magic scrap, or it will become enraged and attack the player.

Bombs[]

The target detection properties or functional mode of crafted bombs can be modified using the lockpick. For more information, see Traps.

Skeleton Key[]

The skeleton key is a rare item that can be found in the dungeons of Barony. It is functionally similar to a lockpick, however it has a 100% chance to succeed at unlocking chests and doors, and a 0% chance to degrade when used. Its ability to disarm arrow traps is still governed by the same chances as a standard lockpick.

The skeleton key cannot be used for other purposes like sabotaging Automatons or modifying the functionality of crafted traps.

Tinkering Kit[]

An image of the tinkering kit user interface as seen in game

The tinkering kit is a utility item that can be used in the character's inventory and wielded in their offhand. While in the inventory, the player may interact with the kit's context menu and select "Tinker" (the default option). While wielded in the off-hand, the player may hold down the Shielding / sneak button and interact to scrap items under the cursor, or left click to open the tinkering menu.

The tinkering kit crafting interface has three tabs: Crafting, Salvage, and Repair. Every use of the tinkering kit is associated with a 5% chance to degrade. On average, an Excellent tinkering kit should last about 100 uses. If your tinkering kit breaks, it can still be used to repair itself as long as you have enough scrap available.

Salvaging[]

Salvaging with a tinkering kit will destroy items in exchange for scrap, which is required for Crafting. There are two ways to salvage an item. The first way is to open the tinkering kit in the inventory and select the "salvage" tab, then right click items to salvage them. The second way is to wield the tinkering kit in the off-hand of the character, and then interact with items in the world while holding Shielding / sneak

There are two different types of scrap. Metal scrap (Metal Scrap) is the most common type and can be salvaged from most armor, weapons, tools, and mechanisms. Magic scrap (Magic Scrap) is the rarer of the two, and can be salvaged from most magical items. Magic scrap can also be salvaged from items that have been blessed or cursed.

Crafting[]

Crafting with a tinkering kit allows a character create useful items, or even allies. Every item that can be crafted has both skill and material requirements. The skill requirements depend on the character's tinkering skill plus their Perception score. The following table lists which items become available at which levels

Craftable items based on tinkering skill plus perception score
Tinkering + Perception Items available
10 Glasses, Lockpick, Empty Bottle, Noisemaker
20 Bear trap, Gyrobot, Sleep Bomb, Freeze Bomb, Dummybot, Lantern
40 Fire Bomb, Teleport Bomb, Sentrybot
60 Spellbot
80 Backpack

Robots[]

Robots are crafted companions such as the Sentrybot and Gyrobot. Tinkering skill determines what quality of robots can be crafted. The quality of a robot determines what commands can be issued and which functions are available, as well as influencing damage. For more information, see Robots.

Bombs[]

Bombs are a type of magical trap that work similarly to the bear trap, except they can be placed on walls and modified with lockpicks. For more information, see Traps

Repair[]

A character can repair most items with a tinkering kit if they have sufficient skill. For the most part, if a character can craft an item, they can also repair it. For items that can't be crafted, the requirements for repairing them are determined by their scrap value, and they must be either weapons or armor. Just like with crafting, the skill level for meeting these requirements is your tinkering skill plus your perception.

Tinkering + Perception Metal Scrap Magic Scrap Example items that may be repaired
10 N/A N/A Any items that can be crafted
60 1 0 Bronze Sword, Leather boots, Sling, Wooden Shield
80 2 0 Iron Sword, Leather Breastpiece, Iron Boots, Monocle
100 Any Any Steel Sword, Iron Breastpiece, Whip, Crossbow

Craftable Items[]

Numerical Value Tier Numeral
0 None .
1-19 Novice I
20-39 Basic II
40-59 Skilled III
60-79 Expert IV
80-99 Master V
100 Legendary VI
Image Crafting Output

Scrap Costs Metal : Magical

Tinkering Skill Tier
Charge fire
Flame Trap 8 : 12 Skilled
Charge freeze
Freeze Trap 12 Basic
Charge sleep
Sleep Trap 4 : 8 Basic
Charge teleport
Teleportation Trap 8 Skilled
Dummy box
Dummybot 4 Basic
Decoy box
Noisemaker 1 Novice
Gyrodrone
Gyrobot 16 12 Basic
Crossbow sentry
Sentry bot 16 8 Skilled
Magic sentry
Spellbot 16 Expert
Beartrap
Beartrap 12 0 Novice
Backpack
Backpack 20 : 4 Master
Tech Goggles
Tech Goggles 10 40 Expert
Lockpick-new
Lockpick 0 Novice
Glasses
Pair of Glasses 4 Novice
Lantern-new
Lantern 4 Basic
Bottle empty
Empty Bottle 2 Novice
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