EQL Crafting › Tinkering

Trade Guide

Tinkering

The gnome gadget trade: lanterns, probes, and rebreathers — expensive to climb, rare to master, and nobody else can do it.

Recipes and trivials below follow the EQL wiki's Skill Tinkering page as of September 2026. EQL can tune trivials with patches, so verify against the linked references before a big combine session. The EQL wiki's tinkering page is thinner than the other trades' — the 50–175 path is confirmed there, but beyond that is unmapped territory.

1) Tinkering Basics Gnome only

Tinkering is gnome-only. No other race can raise it — it's the restricted trade of the race, and the only trade in the game with a racial lock. If you're not playing a gnome, this guide is for knowing what to ask the guild's tinkerers for, not for skilling it yourself.

The good news: every gnome starts at skill 50, not 0. You skip the entire painful first stretch that every other trade suffers through.

Where to combine

  • Tinker's Toolbox — the combine container for all tinkering.
  • Tinkering components are sold by tinkering vendors in gnome-friendly cities — check the EQL wiki's vendor notes before your supply run.

The governing stat

Intelligence or Wisdom, whichever is higher, governs your chance to gain a skill point — confirmed on the EQL wiki. Buff the higher one before a skilling session.

2) The Toolbox & Your Supplies Setup

Everything tinkers in the tinker's toolbox — gears, sprockets, metal twine, fastenings, firewater, and the odd manufactured part go in, gadgets come out. The EQL wiki's page doesn't give a full vendor list, so before a big session:

  • Buy the tinkering books for your skill tier — they read like stories but they hold the recipes.
  • Stock Gnomish Spirits and Water Flasks: Firewater is brewed from these and it's a component in nearly every combine on the 50–122 path.
  • Check the EQL wiki's Skill Tinkering page for the component list on each recipe before you haul.

Fair warning, from every tinker who's done it: this is the most expensive trade to raise per skill point. Budget before you start.

3) Getting Started: Skill 50–68 Beginner

You begin at 50. The first combine on the EQL wiki's path is the Flameless Lantern (trivial 68):

Skill rangeItemTrivialIngredients
50–68 Flameless Lantern 68 Firewater* + Large Lantern + Metal Twine

* Firewater is a subcombine: Gnomish Spirits + Water Flask. Brew a stockpile first — you'll need firewater through skill 122, so make the batch big. Vendor the finished lanterns when you're done; nobody's buying them.

4) The Leveling Path: 50–175 The climb

The EQL wiki's raising progression, end to end. Skill-range rows are the wiki's stated path; ingredient lists are the classic-era recipes for each item — verify each in EQL's tradeskill window before a big session:

Skill rangeItemTrivialIngredients
50–68 Flameless Lantern 68 Firewater + Large Lantern + Metal Twine
68–102 Stalking Probe 102 Metal Rod + 2× Gears + Bottle + Firewater
102–122 Power Gloves 122 Steel Lined Gloves + Metal Twine + Gears + Sprockets + Firewater
122–148 Aqualung 148 Aqualung components — confirm in-game, not published on EQL wiki
148–175 Rebreather 175 Aqualung + Firewater + Lime Coated Meshing + Metal Fastening + Platemail Helm (Medium) + Sharkskin Tubing (~950pp per combine)

The Rebreather is confirmed on the EQL wiki with full ingredients and cost: roughly 950 platinum per combine. This is where the trade gets brutally expensive — the stretch from 148 to 175 will cost you. Everything except the firewater in this path is vendor stock; don't farm what you can buy.

5) Beyond 175: Unmapped Country Thin wiki

The EQL wiki's raising path ends at 175. Two things exist above it that the wiki names:

  • Gnomish Vanishing Device — listed at trivial 302(?) on the wiki, with a 5-charge Invisibility Cloak effect. Ingredients: Diamond + Gnomish Bolts + Haze Panther Eye + Reflective Shard + Small Lantern + Steel Wire + Mana Battery (Class Five). The question mark on the trivial is the wiki's, not ours — verify in-game.
  • 🔒 Coming in Velious — not yet available in EQL
    Cultural Tinkering: Clockwork Watchman — the gnome racial armor set, introduced in Velious (the tinkering analog of cultural smithing and tailoring). The wiki points to the Gnome cultural tradeskills page for the full recipe list — that's your skilling ground if you're pushing past 175 in the Velious era.

If you're one of the few gnomes pushing past 175, document what works and bring the trivials back to the guild — you'll be writing this section for the next tinkerer.

6) Gadgets That Matter Gear
  • Rebreather (trivial 175) — head slot, AC 1, with Enduring Breath worn effect. This is the tinkered item with real demand: underwater work without a spell. The ~950pp combine cost is why tinkerers charge for them.
  • Gnomish Vanishing Device (trivial 302?) — 5 charges of Invisibility Cloak on a secondary slot. High-end and high-cost.
  • 🔒 Coming in Velious — not yet available in EQL
    Clockwork Watchman armor — the gnome cultural set from Velious. Gnomes who want racial armor come to you.
  • Aqualung (trivial 148) — the underwater-breathing step before the rebreather; also a component of it.

Non-gnomes: you can't make these, but you can wear the rebreather. Ask a guild gnome.

7) The Money in Tinkering Economy

Tinkering doesn't pay while you're skilling — it pays after:

  • Rebreathers — the one gadget with genuine, permanent demand. Price them to cover the 950pp combine cost plus your markup; underwater zones keep the buyers coming.
  • Scarcity is your market: gnome-only means almost nobody else sells these. Every tinkerer on the server is a monopolist in their corner of the market.
  • Commissions, not the auction house: high-value gadgets sell best by word of mouth and guild channels. Advertise in guild chat and the server's trade channels.
  • The climb is the cost: expect this to be the priciest trade to max. Veteran tinkerers warn the per-skill-point cost is the worst of any trade — go in with your eyes open and your plat stacked.
8) How Tinkering Touches Other Trades Trade web

Tinkering is mostly self-sufficient — vendor components and gnome ingenuity — but a few threads connect it:

  • Platesmith-made helms: the Rebreather needs a Platemail Helm (Medium) — a blacksmithing product. Befriend the guild smith or buy off the market. See the Guild Blacksmithing Guide.
  • Gems: high-end devices eat diamonds and other gems — jewelers and hunters are your suppliers.
  • Clockwork Watchman armor: the cultural set is your contribution to the gnome gear economy; it sits alongside the other races' cultural smithing and tailoring.
9) Links & References Links

Step-by-step and reference

Guild references