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Subjunctive KoL: SupertinkerRecipes
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The Supertinker is located in the Gnomish Gnomads' Camp (accessible to those who have ascended under a Moxie sign). To get objects which the Supertinker can use, you have to adventure in the Thugnderdome in the Gnomish Gnomads' Camp (you can, of course, get cogs, sprockets, and springs elsewhere, but you can't supertinker anything out of only those three objects).
Supertinkering is pretty systematic. The Supertinker tinkers together three objects, all of which must be different, to form new objects. He only works with cogs, flanges, sprockets, springs, clockwork keys, and other supertinkered objects. Supertinkered objects cannot be untinkered.
- clockwork doohickey = flange + spring + sprocket
- clockwork thingamajig = cog + flange + spring
- clockwork widget = cog + flange + sprocket
- clockwork claws = clockwork thingamajig + spring + sprocket
- clockwork clockwise dome = clockwork widget + flange + spring
- clockwork counterclockwise dome = clockwork doohickey + cog + sprocket
- clockwork handle = clockwork doohickey + cog + spring
- clockwork rings = clockwork thingamajig + flange + sprocket
- clockwork rod = clockwork thingamajig + cog + sprocket
- clockwork shank = clockwork widget + spring + sprocket
- clockwork sheet = clockwork doohickey + cog + flange
- clockwork spine = clockwork widget + cog + spring
- clockwork crossbow = clockwork rod + clockwork shank + clockwork key (weapon (1-handed crossbow); requires 25 moxie; 80 power, +10 ranged damage, 3x chance of critical hit, weakens monster on critical hit)
- clockwork endoskeleton = clockwork claws + clockwork counterclockwise dome + clockwork key
- clockwork hat = clockwork clockwise dome + clockwork rings + clockwork key (hat; requires 25 moxie, 80 power)
- clockwork pants = clockwork rings + clockwork sheet + clockwork key (pants; requires 25 muscle; 80 power)
- clockwork sphere = clockwork clockwise dome + clockwork counterclockwise dome + clockwork key
- clockwork staff = clockwork handle + clockwork rod + clockwork key (weapon (2-handed staff); requires 25 mysticality; 80 power, +10 spell damage, 3x critical hit chance, restores 3-24 MP on critical hit)
- clockwork sword = clockwork handle + clockwork shank + clockwork key (weapon (2-handed sword); requires 25 muscle; 80 power, +10 melee damage, 3x critical hit chance, heals 3-24 HP on critical hit)
- clockwork trench coat = clockwork sheet + clockwork spine + clockwork key (shirt; requires 25 muscle; 80 power)
- deactivated MicroMechaMech = clockwork claws + clockwork spine + clockwork key (familiar)