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SECONDARY TRADESKILLS &amp; ADORNMENTS

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Added to EQ2 with the "Echoes of Faydwer" expansion were two secondary tradeskills, tinkering and transmuting. Any crafter of at least level 10 can choose to learn one or the other, but not both. Also added to the game at the same time, related to those secondary tradeskills but distinct from them, were crafted adornments, which can be used to increase the utility of a character's gear.

There are trainers in Butcherblock (at the docks) and in Greater Faydark (in Kelethin) whom you can hail to become a tinkerer or a transmuter. Accompanying them are merchants who sell basic recipe books, as well as reactive arts. (Unlike normal crafting reactive arts, tinkering and transmuting reactive arts are not given to you automatically.)


** TINKERING **

With tinkering, you can make gadgets and gizmos such as rebreathers (which allow you to breath underwater), spring-loaded gnomish stilts (which allow you to jump farther) and gnomish hovering devices (which increase your run speed). These devices are typically charged items, and require many more resources than normal crafted items, including ores, metals, gems, hides, wood and huge quantities of loam. 







** TRANSMUTING **

With transmuting, you can break down gear ("treasured" or better wearable/attuneable items, and adept and master spell upgrades) into special resources which can then be used by any craftsman to create adornments.

The level of item you can break down is, of course, related to your level as a transmuter. The tier of resource created depends upon the tier of item broken down, and the quality of the resource, while random, is affected by the quality of the item. From most common to most rare, the resources created by transmuters include fragments, powders, infusions and mana vials.





** TINKERING AND TRANSMUTING: RAW SKILL VS. LEVEL **

When you become a tinkerer or a transmuter, you won't see a "level" listed anywhere as you do for your adventuring and primary craftsman classes. Instead, you'll simply see your raw skill listed in your persona window.

When you train in a secondary tradeskill at crafting level 10 or higher, you start with a raw skill of 1. Every five points of skill equates to one level. Your skill cap, meaning the maximum skill that you can gain at any given time, will be your primary crafting level times five.

If a level 25 carpenter, for example, trains to become a tinkerer, his persona sheet will show that he has a tinkering skill of 10/125 (25*5). He will be able to work on tinkering until skill 125 (level 25 recipes), but will be unable to skill up any further until he becomes a level 26 carpenter, at which time he will gain another 5 points to his tinkering cap, allowing him to reach a raw skill of 130.

Recipes will show in your book by level, but skillups will change your raw skill. Expect to get the two confused now and then, especially since there's no XP bar for your secondary tradeskill.






** ADORNMENTS **

Adornments are tradeable items which can be added to equipment items to enhance them with extra abilities, procs or stat boosts. (They essentially add semi-permanent buffs to your gear.) Every crafting class, including tinkerers and transmuters, can make at least a few adornments. Adornments are created with the special resources produced by transmuters. (These resources are tradeable, so while you have to use transmuted resources to make adornments, you do not have to be a transmuter yourself.)

Every adornment is meant for a specific slot and level of gear. So, for example, a level 30 ear adornment could be applied to an earring of level 30 or higher, but not to a lower-level earring or to a sword or a piece of armor.

Each item can have only one adornment at a time, and adornments are permanent, once applied. You can replace an adornment on an item with a different one, but the old adornment will not be returned to you.

Adornments can be applied by anyone; while you have to be a crafter to make an adornment, you do not have to be a crafter to use one.

While most items may be adorned, more powerful gear, such as heritage items, the Qeynos Claymore quest series items, Godking weapons, Prismatic weapons, and imbued crafted items, may not be adorned.
