Engineering Guide.
Posted: October 18th, 2018, 10:48 pm
The Engineer A.K.A. The Gunsmith A.K.A The Tinkerer A.K.A. The Augmentor A.K.A Metal Magician A.K.A The Pioneer
Crafting
Engineering is a mixture of Augmentation, Pioneering and General Metalworking including but not limited to Firearm Crafting(IE. Tool craft, locksmithing, etc)
To first begin down the path of Engineer one must spend animus points on the skill (or manually increase it by use). In order to do so you open your skills menu with Alt-K (or through your [codex menu).
Once you have some points in the Engineering Skill you can craft items and begin learning perks. In order to craft you need an Engineering Toolkit. This is one of the few professions that use 1 tool for all three tiers of its crafting. You must be near a engineer table in order to use the tools.
Engineering Skills List
https://www.13thrones.com/skills/engineering.htm
Perks/Skills
1. Engineering Grandmastery - This perk you may only obtain once you have reached 100 in Engineering. After you obtain it you begin accruing .2% skill every 24 hours with a cap of 120% skill total.
2. Engineered Weaponry - Weapons crafted after obtaining this perk now have a chance to be created with an augmentation slot at a rate of 2.5%. This is regardless of item quality. Additionally both durability and min/max DMG of crafted weapons increase by 9%
3. Infusion Focus (Engineering) I - +10% chance to gain infusion from crafting.
4. Infusion Focus (Engineering) II - +10% chance to gain infusion from crafting. 20% total
5. Infusion Focus (Engineering) III - +10% chance to gain infusion from crafting. 30% total +3 Infusion for Tier I, +5 Infusion for Tier II, +10 Infusion for Tier III.
6. Locksmithing - Allows for the use of Locksmithing Tools, lock re-keying, lock removal.
7. - Advanced LocksmithingAllows for the use of Locksmithing Tools, lock re-keying, lock removal.
8. Master Locksmith - Allows for the use of Locksmithing Tools, lock re-keying, lock removal.
9. Pioneering I - With each upgraded perk you gain addition build options for your claim.
10. Pioneering II - With each upgraded perk you gain addition build options for your claim.
11. Pioneering III - With each upgraded perk you gain addition build options for your claim.
12. Augmentor - Unlocks Augmentor Sub-Class. Access Augmentations under the Teir III Engineering Menu: This perk is also necessary in order to install either crafted or looted Augmentations.
13. Divine Inspiration - Every 24 hours have a small chance to receive a random copy-level recipe of an Engineering kind.
14. Gunsmith - Gain access to the firearms sub-class menu. Crafts firearms, ammunition, and components. Needed to repair guns.
Pioneering
Claim Expansion
Pioneering is the ability to stake your claim of land, expand your controlled area and build structures and buildings.
To get started you’ll need to acquire the Stake Claim flagpole which is crafted by carpenters. A standard pole, rope and cloth are required.
When you have traveled out into the world and found a nice place to settle, double click on the stakeclaim item in your base backpack and Claim your land!
The engineering ability Pioneering I and Animus is required to claim land and also to expand your claimed area. (10 engineering)
These plans unlock and are accessible from double clicking the stakeclaim pole menu under the Buildables tab.
To expand your area double click on the stakeclaim pole and then click the north south east or west buttons which will show you how your claim will expand and also the animus cost. To claim this expanded land click the Claim button.
You may also reset the proposed expansion or declaim the entire claim area which will return the stake to your backpack.
Claim Security
As the claim owner you may add co-owners and friends to your claim by accessing the claim menu and clicking on the friends tab. Claim friends are separate from house friends.
Claim owners and co-owners can start building construction sites according to their own pioneering ability level by clicking on the structure type from the buildables tab and then choosing a spot within the claimed area on the map. Logs are required at a minimum to start and construction site. All construction sites have at least a couple wooden poles outlining the site area and a construction chest which has the additional materials needed to complete the build.
You can attack these construction site poles and destroy them all to destroy the site if it is in the wrong spot.
Once the construction chest materials are added to the construction chest by dragging and dropping them on to the chest you can start building the site by double clicking the chest. Higher engineering will build projects faster.
Owners, co-owners and friends can all help build the construction sites once all the materials are in the chest.
You can destroy certain structures of a claim by attacking the piece directly. This will take a while depending on the structure type and material. It’s tile by tile. Once a piece is destroyed it is removed. Doors cannot be destroyed. Buildings cannot be attacked and destroyed.
You may also rename your claim from the claim menu.
Claims are subject to criminal checks which means if you enter a claim that you are not at least friend of you will leave a hidden trespassing scent which is detecteable with the perception skill.
Attacking structures, Stealing and using items on a claim you are not at least a friend of will leave vandalism or theft scents.
Claim Buildings
Each tier of pioneering unlocks more structures and buildings. Pioneering I includes the plans for 3x1 and 1x3 palisades, 3x1 and 1x3 doorway palisades, and a small hut.
Poineering I
Wooden House 6x6
Fence 1x3
Fence 3x1
Gate 3x1 South
Farm 6x7
Animal Pen 5x5
Poineering II
Dinghy 3x5
Wooden House 7x7
Fence 2x2
Gate 1x3 East
Gate 1x3 West
Gate 3x1 North
Chicken Coop South
Chicken Coop East
Poineering III
Mine Shaft 8x8
Palisade 1x3
Palisade 3x1
Palisade 2x2
Palisade Gate 2x4
Palisade Gate 4x2