Officially the jeweller makes rings and bracelets. Unofficially the jeweller makes the pickaxes, the sewing kits, the tongs and the saws, which means the jeweller is holding the entire realm's supply chain by the throat.
The skill is called Tinkering, and calling it jewellery undersells it spectacularly. Tinkering makes tools — every pickaxe, sewing kit, smith's hammer, saw, scissors and tongs on the shard. Every other crafter in this magazine is working with something a tinker made. It is the least glamorous monopoly in Britannia and the most profitable.
The jewellery half is rings and bracelets, cut from ingots and gems. On their own they're pretty and not much else. What makes them the most wanted items in the game is Imbuing: taking a plain ring and burning magical properties into it at a soulforge, so a fighter can wear +15 Swordsmanship on one hand and a pile of resistances on the other. That's why the paladins and knights in this magazine all list a jeweller as a partner.
Tinkering also has the realm's strangest back catalogue — clocks, lockpicks, trapped boxes, and if you push it to Grandmaster, clockwork assemblies and a golem that fights for you. None of that is the main job. It's just a very good reason to take the skill all the way to 100 instead of stopping at a comfortable 80.
You get 700 skill points in total, which is seven skills at 100 (Grandmaster). Here is a sheet that works, and why each line is on it. You can load this exact spread on the hero sheet in the magazine and slide the numbers around.
| Skill | Points | Why it's here |
|---|---|---|
| Tinkering | 100 | The craft: jewellery, every tool in the game, and at Grandmaster the clockwork toys. The whole sheet hangs off this. |
| Mining | 100 | Ingots for the settings and gems for the stones — gems come up out of the rock while you dig. Your two raw materials, one skill. |
| Imbuing | 100 | Turns a plain ring into the thing people queue for. Also unravels junk magic loot into the ingredients you'll imbue with, which is where the ingredients come from. |
| Blacksmithy | 100 | Smelting support, repairs, and the metal goods Tinkering doesn't cover. A tinker without a forge habit runs out of stock constantly. |
| Arms Lore | 100 | The exceptional bonus on what you forge. Worth less to jewellery than to armour, so this is the first line to trade away if you want something else. |
| Magery | 100 | Mark and Recall, between the mine, the forge, the bank and the soulforge. You will make that loop a thousand times. |
| Meditation | 100 | Mana for the travel, and it pairs with Magery if you later want to unravel and imbue at volume. |
| Total | 700 | of 700 |
Good news, checked against our own shard's files: this server runs the Endless Journey ruleset, so Imbuing, the soulforge and Ter Mur are all live. Better still, the small and mini soul forges are house add-on deeds — you can put one in your own workshop instead of running to Ter Mur every time. Spend the 100 points with confidence.
Clockwork assemblies need Grandmaster Tinkering, and a golem is a pet that fights for a character with no combat skills whatsoever. For a crafter who wants to walk somewhere dangerous, that is an enormous quality-of-life upgrade hiding at the end of a crafting skill.
Skills go up by using them, and they go up fastest on a task that is just barely hard for you. Climb the rungs in order — each one stops paying off, and that's your cue to move up.
An NPC tinker takes you to 30. Buy iron ingots in bulk at the same time — tinkering is the cheapest crafting grind in the game because almost everything you make costs one or two ingots.
Gains come from attempts, and a tinker's attempts cost pennies. Stand at an anvil with ten thousand iron ingots and grind. This is the stretch where tinkers get ahead of every other crafter, because nobody else can afford to fail this cheaply.
Around here you can reliably turn out pickaxes, sewing kits, hammers and tongs. Stop buying them. Start handing them to the family, and start selling them — this is the first point where the character pays for itself.
Rings and bracelets need gems as well as ingots. Mine for them, loot them from dungeon chests, and buy them cheap when a shopkeeper has a pile. Meanwhile, if Imbuing exists on our shard, begin unravelling every worthless magic item the family brings home.
Push Tinkering to 100 for the clockwork assemblies and the golem. Then the real work starts: imbuing properties onto your own exceptional rings is an entirely separate grind, and it's the one that makes you famous.
Tinkering's startup cost is low and its ceiling is absurd. Most of this list is cheap; the gems are the only line that will hurt, and even those you can dig out of a mountain yourself.
| What | Where | What it's for |
|---|---|---|
| A tinker's tools | Any tinker | The kit. Buy a few, then make your own within the week and never buy them again. |
| Several thousand iron ingots | NPC blacksmith, or smelt your own | Training fuel. Tinkered items are tiny, so this goes further than it does for a smith. |
| Gems of every colour | Jeweller shops, dungeon chests, your own mining | Jewellery needs stones. Buy whatever the NPCs have cheap; the good ones come out of treasure chests. |
| A forge and an anvil | House add-on deeds | Tinkering needs the same workshop a smith does. Put it at home next to the ingot chest. |
| A runebook | Mage shop | Runes to the house, the mine, the bank and — if it exists here — the soulforge in Ter Mur. |
| A sturdy container or three | Carpenter or provisioner | Ingots, gems, tools and finished jewellery in separate boxes. A tinker's workshop gets chaotic faster than any other. |
The right room makes training three times faster. These are the spots worth a rune.
Ore and gems out of the hills, a forge in town, and tinker trainers. The same home town the miners use, for the same reasons.
Cheap gems in bulk, and somewhere to dump the ones you don't need. Check the stock every time you pass.
The whole trade fits in one room: forge, anvil, ingots, gems, tools. A tinker barely needs to leave.
Unravelling and imbuing both happen at a soulforge. There is one in Ter Mur, but the small and mini versions are house add-on deeds, so the serious answer is to put one in your own workshop next to the forge and anvil.
Nobody else can make a pickaxe, a sewing kit or a smith's hammer. Hand a hundred of each to the family for free and you will never be short of ore, cloth, armour or favours again. This is the best trade in the magazine and it costs you almost nothing.
If Imbuing is on, every mediocre magic item the family loots is worth more unravelled into ingredients than sold to a shopkeeper. Put a bag by the door marked "for the tinker" and watch it fill.
Jewellery failures eat the gem. At 60 Tinkering you will destroy a lot of sapphires learning nothing you couldn't have learned on iron. Grind on plain metal items; switch to gems once you rarely fail.
Imbuing needs ingredients, and ingredients come from unravelling unwanted magic items at a soulforge. New jewellers hit 100 Imbuing, go to imbue their first ring and discover an empty cupboard. Start unravelling the family's junk loot months before you need it.
Britannia runs on favours. These are the people you want in your party and on your friends list.