After hours of reading game code, I created an Excel Worksheet of all craftable items in Embers of Rage.
While I have listed the effects of all craftables and requirements, this list does not include the effects of craftable artifacts.
As this list was made from me only reading code, there may be some mistakes and/or typos.
Now excuse me while I go to sleep.
Huh, so it did. Reverted to the last version with decent formatting (anybody else should be able to do the same thing by going to File > See Revision History, but fair warning that there's a lot of spam from every time an anonymous user clicks something.), then did some reorganization.
Moved the ingredients reference to a new tab, so it won't get mangled by sorting.
Moved the talent section headers into a column (with an numbered tag to allow sorting), so they won't get mangled.
Added a Recipe # column to allow reverting to the default sort.
Locked the top four header rows, and the left two columns (including the recipe name) for easier reading while scrolling.
The new backup to this version is here, in case somebody finds a new way to break the main one.
Hi! Thanks a lot for the sheet. I was wondering, do you or anyone else know of a more general guide on what tinkers are worth using/when they're worth using? Which are considered strong and which are considered weak? Of course this is conditional, but seems like a lot of it wouldn't be tied strictly to a single build.
Helm: Headlamp for visual range and accuracy (depending on what weapon type you’re using effects vary), Mental Stimulator for crits or builds with abilities that scale off Cunning (summoners, arcane blades, many rogues), Focus Lens when you’re getting ganked and can’t find them (swapping is instant), Air Recycler for Fortress access.
Cloak: Grounding Strap is always da best.
Hand: Iron Grip can give disarm immunity and doesn’t require Steam. Toxic Canister is excellent if you can restrict enemy movement (Psyshot’s Solidify Air), otherwise Fatal Attractor.
Feet: Rocket Boots are like a weak movement inscription, certainly worth using if you have Steam. Kinetic Stabilizer helps with saves and teleport immunity (take that elven blood mages) and does not require Steam.
Body: Crystal Plating is quite good late for many builds. Spike Attachment or Armor Reinforcement make you more durable in different ways.
Weapon: Razor Edge for crit and AP great for up close combat, Acid Groove corrodes armor, Crystal Edge very nice for casters since it boosts Crit Mult.
Belt: Alchemist’s Friend if you care about its damage types > Fungal Web if you’re using injectors / Back Support if you care about Fatigue.
Thanks a lot! Though I guess part of it is also: is it worth putting the points into? I mean I can definitely see Headlamp's accuracy bonus and light radius being worth 2 points in a vaccum, but is it worth 2 points to get that instead of just using a focus lens?
Also does razor edge work for launchers? I'm under the impression that only the "on hit, do X" modifiers worked for launchers?
I don’t understand the question regarding points. You do need a point in Explosives to use Headlamp, but the tinkers scale with level of their components, not the level of your point investment - so if you have t5 ore and herb you’ll make a T5 headlamp even with just 1 pt in Smith and Explosives.
Or do you mean needing to go out through Chemistry and Explosives just for Headlamp over Mental Stimulator (which you’re getting for sure, because it’s got the same unlock as Grounding Strap)? I dunno, depends on the build.
As far as I know, Razor Edge and Silver Filigree don’t work on launchers. I also was told Razor Edge doesn’t work on Mindstars, even if it did you wouldn’t use it because the on hit +damage of other weapons dwarfs basic Mindstar damage.
Snarvid wrote:I don’t understand the question regarding points. You do need a point in Explosives to use Headlamp, but the tinkers scale with level of their components, not the level of your point investment - so if you have t5 ore and herb you’ll make a T5 headlamp even with just 1 pt in Smith and Explosives.
Oh sorry, I misremembered the headlamp as needing two points in explosives. But yeah, I was talking about making them.
Snarvid wrote:
Belt: Alchemist’s Friend if you care about its damage types > Fungal Web if you’re using injectors / Back Support if you care about Fatigue.
Don't forget about Thunder Grenade for AOE Stun if you're using Steam. Also Moss Treads for feet, as anything using Stealth can make use of them even without Steam. Oh, and Thunderclap Coating for weapons isn't a bad choice.
My question is though, what Tinkers scale with Steampower? I realize that it's a big deal for a Tinker class, but is it just for applying status when it comes to the items themselves?