ASTOUNDING TALES OF BRITANNIATHE JEWELER FILE
Guide No. 14 of 1810¢Makers
MAKERS

JEWELER

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.

Start training ▸ See the build
Fighting
1/5
Magic
3/5
Cozy
4/5
Difficulty
Medium
Time to GM
2–3 weeks of evenings
Startup cost
~1,200gp
Straight talk, no padding

WHAT YOU ACTUALLY DO

THE SMALLEST ITEMS. THE BIGGEST BONUSES.

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.

Clip and save

THE BUILD

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.

Jeweler — a working 700-point sheet
SkillPointsWhy it's here
Tinkering100The craft: jewellery, every tool in the game, and at Grandmaster the clockwork toys. The whole sheet hangs off this.
Mining100Ingots for the settings and gems for the stones — gems come up out of the rock while you dig. Your two raw materials, one skill.
Imbuing100Turns 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.
Blacksmithy100Smelting support, repairs, and the metal goods Tinkering doesn't cover. A tinker without a forge habit runs out of stock constantly.
Arms Lore100The 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.
Magery100Mark and Recall, between the mine, the forge, the bank and the soulforge. You will make that loop a thousand times.
Meditation100Mana for the travel, and it pairs with Magery if you later want to unravel and imbue at volume.
Total700of 700
★

Imbuing is switched on here, and you can keep a soulforge at home

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.

★

Tinkering to 100 unlocks the golem

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.

From zero to Grandmaster

THE TRAINING LADDER

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.

0 → 30
Trainer, then a mountain of iron

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.

30 → 50
Make the cheapest item, hundreds of times

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.

50 → 70
Start making the tools you've been buying

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.

70 → 90
Jewellery, and start hoarding gems

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.

90 → 100
The last ten, then the soulforge

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.

Spend your first coins well

YOUR KIT

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.

Day-one shopping list
WhatWhereWhat it's for
A tinker's toolsAny tinkerThe kit. Buy a few, then make your own within the week and never buy them again.
Several thousand iron ingotsNPC blacksmith, or smelt your ownTraining fuel. Tinkered items are tiny, so this goes further than it does for a smith.
Gems of every colourJeweller shops, dungeon chests, your own miningJewellery needs stones. Buy whatever the NPCs have cheap; the good ones come out of treasure chests.
A forge and an anvilHouse add-on deedsTinkering needs the same workshop a smith does. Put it at home next to the ingot chest.
A runebookMage shopRunes to the house, the mine, the bank and — if it exists here — the soulforge in Ter Mur.
A sturdy container or threeCarpenter or provisionerIngots, gems, tools and finished jewellery in separate boxes. A tinker's workshop gets chaotic faster than any other.

HOW IT FLOWS

Ingots and gemsMetal from the forge, stones from the rock or from a treasure chest.
Tinker's toolsAt an anvil. A menu of several dozen things, most of which cost one or two ingots.
Tools, or jewelleryLeft branch: the pickaxes and sewing kits the whole shard runs on. Right branch: plain rings and bracelets.
Unravel the junkEvery useless magic item the family loots goes into the soulforge and comes out as imbuing ingredients. This is the step new jewellers skip.
ImbueBurn real properties onto your own exceptional ring. Now a knight can wear +Swordsmanship, and now you are the most popular character in the family.
Pack a runebook

WHERE TO GO

The right room makes training three times faster. These are the spots worth a rune.

Minoc

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.

Any jeweller's shop

Cheap gems in bulk, and somewhere to dump the ones you don't need. Check the stock every time you pass.

Your own house, with a forge and anvil

The whole trade fits in one room: forge, anvil, ingots, gems, tools. A tinker barely needs to leave.

A soulforge — ideally your own

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.

Learn it here, not the hard way

HARD-WON ADVICE

⚡

You are the tool supply, so act like it

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.

⚡

Unravel the junk instead of selling it

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.

⚠

Don't put gems into low-skill attempts

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.

⚠

Unravel before you imbue, or you'll have nothing to imbue with

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.

Letters to the editor

QUESTIONS WE ALWAYS GET

Is this the jewellery profession or the tool profession?
Both, and the tools are the half that makes you essential. The jewellery is what makes you famous. Take the skill to 100 and you get the whole catalogue either way.
Where do gems come from?
Three places: they turn up while mining, they fill treasure chests, and NPC jewellers sell them cheap. A tinker who also mines never has to buy one.
What's unravelling?
Feeding an unwanted magic item into a soulforge to break it down into imbuing ingredients. It's how you get the materials to imbue with, and it turns the family's junk loot into your raw stock.
Can a jeweller fight?
Not on this sheet. The answer at Grandmaster is a golem — a clockwork pet that fights for you with no combat skills at all. If you want a crafter who genuinely brawls, read the Knight file and trade Arms Lore and Meditation for Tactics and Anatomy.
Jeweller or Blacksmith first?
If the family has no crafter at all, make the Blacksmith — armour is needed sooner. If there's already a smith, be the jeweller: you'll supply their tools, and between you nothing in Britannia is unmakeable.
Nobody does this alone

TEAM UP

Britannia runs on favours. These are the people you want in your party and on your friends list.

◂ TailorAll guidesCarpenter ▸