I've had a bit of free time, and wanted to expand on my "50 to 250" post a bit, by making it more of a story line, which is posted below. This is still quite a rough draft, that I will be hosting to a webpage once complete (with links to all items, etc) so that anyone that wants a more interactive guide, can hopefully enjoy this.
Please take a read, and critique as much as you like. I'd like to hone this into a nice overall guide that includes everything Tinkerable
(Cross posting here from the Tinkering Boards, since I know there's a lot of tinkerer's that don't find their way to us here
)
Please take a read, and critique as much as you like. I'd like to hone this into a nice overall guide that includes everything Tinkerable


So, you want to be a Tinkerer huh? Do you have what it takes? Can you perservere through it all to become the best that there is? Well, this guide will be for you then. I’ll take you through the journey that many a Gnome has traversed, and we’ll see what you’re made of 
Tinkering isn’t something that all races have the benefit of doing. It’s only the mighty Gnome’s that can brave the world of tinkering and testing to make such wondrous devices. Do you really think an Iksar could manage with those claws, or and Ogre with his big meat hooks? I thought not, hehe.
I’m going to proceed by breaking things down a bit into some progressive areas so that you have some way of measuring your progress. You’ll start of once you reach level 16, as a basic tinkerer. You’ll learn the ropes, and what you’re capable of in this time. It’s not too terribly costly to get started, and this will help you find out if you’ve got what it takes
Basic Tinkering (Skill Level: 50 to 95)
As you may have noticed, you have an abundance of “toys” to play with to get you started. Some of them, you’re already inherently good at making, being a Gnome and all, it just comes to you naturally. You started out playing around with corks and rods, a spriket here and there, and a few bolts and you’ve managed to toss together some bait that the fish seem to be drawn too, and the rod you have fits readily in your pocket. You’ve never enjoyed getting lost, so you always have your handy compass with you in case you lose your bearings. You’ve even gone so far as to start playing risky, and found out how to make fireworks. You always knew that batwings would actually be “useful” for something. And we can’t forget the ever so useful firewater. Just be careful not to drink to much, it’s potent stuff!
Now that you’ve made your way through the basics, you’re wanting to expand, and see what else is out there. You’ve got some sneaky little friends that are having trouble getting in and out of places at times, so you decide that you can help them out by crafting some Mechanical Lockpicks. You’ve noticed that they aren’t the easiest for you to make quite yet, but as you play around a bit more, you manage to hone your skills…as well as rid the area of it’s rat infestations. Now you’ve decided that you just can’t handle all of the women and children walking around at night not being able to see what’s around them. You’ve found out that you can make an even better light source by modifying a basic lantern into a Flameless Lantern. All the little gnomlings that are scared of the dark are so happy now that they have an unlimited light source.
You’ve been adventuring a bit more now, and you’ve found that you’re able to help out some of the other races, as well as the local gnome fletchers, by making them Standard Bow Cams, so that they are able to improve on the range that their bows already have. But what good will that do when they can’t see far enough to find what they are looking for. So you’ve decided that a Spyglass is something that they will definitely need, especially the hunters that are out and about looking to provide for their families. It’s amazing what that fishing pole came in handy for now, isn’t it!
Well, you are now very well on your way to becoming a tinkerer, and if you’re enjoying it to this point, just wait till you see what’s coming for you in the near future.
You’ve now moved on to becoming a beginner tinkerer, rather than being stuck with the basics.
Beginner Tinkering (Skill Level: 96 to 148)
As your journies continue, you now find the need to be able to explore more safely. You decide that making some Stalking Probes will come in very handy to be able to scope things out without putting yourself in harms way. Now that your starting to get an abundance of tinkered gear, you decide that you need to be able to better cope with the added weight, and you move along to perfecting the Powered Gloves.
Now, given your Gnomish nature of tinkering, you just have to play around with anything and everything possible. You’ve been adventuring a bit, and bump into your old fletcher friend that is working on some bows, practising his own skill. So you decide that you’ll help him out with some cams, if he’ll give you some bow’s to play around with. After trying out some varrying combinations, you manage to make a Tinkered Catapult. Now, this catapult is quite small, and wouldn’t really hurl too much for you in it’s current state, so you decide that you’ll hang onto them for awhile, because you just never know when you’ll need one
Of course, you’ve been enjoying yourself so much lately, that you decide that you need a break, and need to relax. What better way to relax, than to go for a swim. But…you can’t swim too well, and you are afraid of drowning. You know that there are others out there that can use their magic to avoid this…but what about the ones that can’t? Why should they be denied the safety of being able to breath underwater? You work long and hard on things, until you become quite adept at Aqualungs. You’ve now surpassed being a beginner, and are now an Intermediate Tinkerer! Congratulations, it’s been a tough road, but you’re proving that you have what it takes!
Imtermediate Tinkering (Skill Level: 149 to 175)
With your perservernce so far, you’ve found that you are just not satisfied with the Aqualung. There must be some way to permanently filter the air from the water. You spend countless days and nights, until you craft the Rebreather. This is a huge success for you, as getting to this skill level has required not only a lot of hard work and dedication…but it’s been a big draw on your bank roll as well. It’s a good thing that you’ve heard that there are many warriors around that are apparently in need of these Rebreathers to aid them in their quest for their fabled “light sabre’s”. This should help you in recouping some costs, as you are now being sought after far and wide for your wares.
People of every race and class are tracking you down…Monk’s can’t get enough of your stalking probes, absolutely everyone loves the Spyglass. Fishing is becoming more common and people love how well your bait and rods work, not to mention how easy they are to carry around! You’ve been hired for various fund raisers and functions to put on fireworks displays, and even been commissioned to supply the fireworks for Ak’Anon’s yearly celebrations!
Advanced Tinkering (Skill Level: 176 to 215)
But…you still find the drive to push yourself further. So you continue to search for the next great thing. With all the wondrous new places to explore, you manage to finally make your way to the woundrous moon of Norrath, Luclin.
You’ve heard of new places to explore, and new things to see…and you find an abundance of new things to tinker with. You start finding various items that look like they could be used to help assist others in their given craft. The first you manage to successfully find is the Geerlok Gem Setter, a jewelcrafters delight. You manage to find other combinations of items to help out the fletchers again, in making a Geerlok Planing Tool. As you veture more, you have just made all the dwarves or Norrath extatic over the Geerlok Fermentation Device. You’re still not content though, there’s other crafters that must get one of these fine devices as well. And so you venture some more, and find the proper gear to make the Geerlok Sewing Contraption, Geerlok Sculpting Tools and Geerlok All-Purpose Cooking Utensil.
You’ve worked very long and very hard now, through hunderds and hundreds of combinations…suffering dreadfully through your skill to finally get to a point of being very successful in making every single one of these Geerlok’s at a whim. But of course, you’re still not content, because you know there’s more out there. You’re now ready to explore the frozen lands, and find the supplies needed to make the fabled Clockwork Armor that you’ve heard so much about. You venture out to the Wakening Lands, aware that you need to hunt down many creatures in order to make your Clockwork Armor. You manage to track down many fearsome creatures in your journies, and stock up on all the parts and pieces that you’ve found to be necessary to craft your armor.
Master Tinkering (Skill Level: 216 to 242)
You head back to Ak’Anon, very excitedly, and you track down your old friend Smithy to help craft the armor that you’ll need to perforn your work on.
You start out small, making some Clockwork Watchman Bracer’s first. Isn’t it wonderful…you now have a wrench at your will, to use as you please. Next comes the Clockwork Watchman Helm, and you notice when wearing it, that there’s many more admirer’s in the room than you first thought. What a joy it will be to be able to see all those that hide in the folds of light! You try your hands at some Clockwork Watchman Boots, and find that they grant you more nimbleness, so you immediately start on making some Clockwork Watchman Gauntlets as well. Oh how wonderfully surprised you are to find that you can now bank your old Powered Gloves for these new Gauntlets, that seem to make everything even lighter than before.
You now move onto the larger pieces of armor, first crafting some Clockwork Watchman Greaves. You absolutely love these, as the grease jets allow you to move much faster than ever before. Clockwork Watchman Vambraces come next, and with these, you notice that you are much more adept at wielding your sword than ever before. So you decide to go out and test it a bit on the rogue clockworks that used to frighten you so much, and love the fact that you slice through them so much faster and easier now.
Grandmaster Tinkering (Skill Level: 243 to 250)
And now we’re down to the last piece. You’ve been thinking long and hard on this one, but you’re just not sure how the Breasplate comes together. You start tinkering around with the last item that you have, the eye of a Haze Panther. You think back to how tough they were to come across, and how they were easily able to shimmer and hide in the light on you. You now remember the gnomes in the igloo village talking about a vanishing device of some sort, and you get to work. It takes some time, but you finally manage to craft some Gnomish Vanishing Device’s. Oh how great it will be to sneak by those pesky monsters when you’re in trouble. At that, you decide to give a Breastplate a shot, and low and behold, after a few test runs, you’ve done it! You’ve made a full set of Clockwork Watchman Armor by completing the Clockwork Watchman Breastplate!
Well…it’s been a long road hasn’t it…but you are now a Grandmaster Tinkerer!!! There’s nothing that you are unable to tinker anymore! And with that, you now decide to venture forth to see what other wonders might be in store that you can share with future tinkerer’s on the rise to greatness.
Your journal, after Grandmastery!
To be continued….

Tinkering isn’t something that all races have the benefit of doing. It’s only the mighty Gnome’s that can brave the world of tinkering and testing to make such wondrous devices. Do you really think an Iksar could manage with those claws, or and Ogre with his big meat hooks? I thought not, hehe.
I’m going to proceed by breaking things down a bit into some progressive areas so that you have some way of measuring your progress. You’ll start of once you reach level 16, as a basic tinkerer. You’ll learn the ropes, and what you’re capable of in this time. It’s not too terribly costly to get started, and this will help you find out if you’ve got what it takes

Basic Tinkering (Skill Level: 50 to 95)
As you may have noticed, you have an abundance of “toys” to play with to get you started. Some of them, you’re already inherently good at making, being a Gnome and all, it just comes to you naturally. You started out playing around with corks and rods, a spriket here and there, and a few bolts and you’ve managed to toss together some bait that the fish seem to be drawn too, and the rod you have fits readily in your pocket. You’ve never enjoyed getting lost, so you always have your handy compass with you in case you lose your bearings. You’ve even gone so far as to start playing risky, and found out how to make fireworks. You always knew that batwings would actually be “useful” for something. And we can’t forget the ever so useful firewater. Just be careful not to drink to much, it’s potent stuff!
Now that you’ve made your way through the basics, you’re wanting to expand, and see what else is out there. You’ve got some sneaky little friends that are having trouble getting in and out of places at times, so you decide that you can help them out by crafting some Mechanical Lockpicks. You’ve noticed that they aren’t the easiest for you to make quite yet, but as you play around a bit more, you manage to hone your skills…as well as rid the area of it’s rat infestations. Now you’ve decided that you just can’t handle all of the women and children walking around at night not being able to see what’s around them. You’ve found out that you can make an even better light source by modifying a basic lantern into a Flameless Lantern. All the little gnomlings that are scared of the dark are so happy now that they have an unlimited light source.
You’ve been adventuring a bit more now, and you’ve found that you’re able to help out some of the other races, as well as the local gnome fletchers, by making them Standard Bow Cams, so that they are able to improve on the range that their bows already have. But what good will that do when they can’t see far enough to find what they are looking for. So you’ve decided that a Spyglass is something that they will definitely need, especially the hunters that are out and about looking to provide for their families. It’s amazing what that fishing pole came in handy for now, isn’t it!
Well, you are now very well on your way to becoming a tinkerer, and if you’re enjoying it to this point, just wait till you see what’s coming for you in the near future.

Beginner Tinkering (Skill Level: 96 to 148)
As your journies continue, you now find the need to be able to explore more safely. You decide that making some Stalking Probes will come in very handy to be able to scope things out without putting yourself in harms way. Now that your starting to get an abundance of tinkered gear, you decide that you need to be able to better cope with the added weight, and you move along to perfecting the Powered Gloves.
Now, given your Gnomish nature of tinkering, you just have to play around with anything and everything possible. You’ve been adventuring a bit, and bump into your old fletcher friend that is working on some bows, practising his own skill. So you decide that you’ll help him out with some cams, if he’ll give you some bow’s to play around with. After trying out some varrying combinations, you manage to make a Tinkered Catapult. Now, this catapult is quite small, and wouldn’t really hurl too much for you in it’s current state, so you decide that you’ll hang onto them for awhile, because you just never know when you’ll need one

Of course, you’ve been enjoying yourself so much lately, that you decide that you need a break, and need to relax. What better way to relax, than to go for a swim. But…you can’t swim too well, and you are afraid of drowning. You know that there are others out there that can use their magic to avoid this…but what about the ones that can’t? Why should they be denied the safety of being able to breath underwater? You work long and hard on things, until you become quite adept at Aqualungs. You’ve now surpassed being a beginner, and are now an Intermediate Tinkerer! Congratulations, it’s been a tough road, but you’re proving that you have what it takes!
Imtermediate Tinkering (Skill Level: 149 to 175)
With your perservernce so far, you’ve found that you are just not satisfied with the Aqualung. There must be some way to permanently filter the air from the water. You spend countless days and nights, until you craft the Rebreather. This is a huge success for you, as getting to this skill level has required not only a lot of hard work and dedication…but it’s been a big draw on your bank roll as well. It’s a good thing that you’ve heard that there are many warriors around that are apparently in need of these Rebreathers to aid them in their quest for their fabled “light sabre’s”. This should help you in recouping some costs, as you are now being sought after far and wide for your wares.
People of every race and class are tracking you down…Monk’s can’t get enough of your stalking probes, absolutely everyone loves the Spyglass. Fishing is becoming more common and people love how well your bait and rods work, not to mention how easy they are to carry around! You’ve been hired for various fund raisers and functions to put on fireworks displays, and even been commissioned to supply the fireworks for Ak’Anon’s yearly celebrations!
Advanced Tinkering (Skill Level: 176 to 215)
But…you still find the drive to push yourself further. So you continue to search for the next great thing. With all the wondrous new places to explore, you manage to finally make your way to the woundrous moon of Norrath, Luclin.
You’ve heard of new places to explore, and new things to see…and you find an abundance of new things to tinker with. You start finding various items that look like they could be used to help assist others in their given craft. The first you manage to successfully find is the Geerlok Gem Setter, a jewelcrafters delight. You manage to find other combinations of items to help out the fletchers again, in making a Geerlok Planing Tool. As you veture more, you have just made all the dwarves or Norrath extatic over the Geerlok Fermentation Device. You’re still not content though, there’s other crafters that must get one of these fine devices as well. And so you venture some more, and find the proper gear to make the Geerlok Sewing Contraption, Geerlok Sculpting Tools and Geerlok All-Purpose Cooking Utensil.
You’ve worked very long and very hard now, through hunderds and hundreds of combinations…suffering dreadfully through your skill to finally get to a point of being very successful in making every single one of these Geerlok’s at a whim. But of course, you’re still not content, because you know there’s more out there. You’re now ready to explore the frozen lands, and find the supplies needed to make the fabled Clockwork Armor that you’ve heard so much about. You venture out to the Wakening Lands, aware that you need to hunt down many creatures in order to make your Clockwork Armor. You manage to track down many fearsome creatures in your journies, and stock up on all the parts and pieces that you’ve found to be necessary to craft your armor.
Master Tinkering (Skill Level: 216 to 242)
You head back to Ak’Anon, very excitedly, and you track down your old friend Smithy to help craft the armor that you’ll need to perforn your work on.
You start out small, making some Clockwork Watchman Bracer’s first. Isn’t it wonderful…you now have a wrench at your will, to use as you please. Next comes the Clockwork Watchman Helm, and you notice when wearing it, that there’s many more admirer’s in the room than you first thought. What a joy it will be to be able to see all those that hide in the folds of light! You try your hands at some Clockwork Watchman Boots, and find that they grant you more nimbleness, so you immediately start on making some Clockwork Watchman Gauntlets as well. Oh how wonderfully surprised you are to find that you can now bank your old Powered Gloves for these new Gauntlets, that seem to make everything even lighter than before.
You now move onto the larger pieces of armor, first crafting some Clockwork Watchman Greaves. You absolutely love these, as the grease jets allow you to move much faster than ever before. Clockwork Watchman Vambraces come next, and with these, you notice that you are much more adept at wielding your sword than ever before. So you decide to go out and test it a bit on the rogue clockworks that used to frighten you so much, and love the fact that you slice through them so much faster and easier now.
Grandmaster Tinkering (Skill Level: 243 to 250)
And now we’re down to the last piece. You’ve been thinking long and hard on this one, but you’re just not sure how the Breasplate comes together. You start tinkering around with the last item that you have, the eye of a Haze Panther. You think back to how tough they were to come across, and how they were easily able to shimmer and hide in the light on you. You now remember the gnomes in the igloo village talking about a vanishing device of some sort, and you get to work. It takes some time, but you finally manage to craft some Gnomish Vanishing Device’s. Oh how great it will be to sneak by those pesky monsters when you’re in trouble. At that, you decide to give a Breastplate a shot, and low and behold, after a few test runs, you’ve done it! You’ve made a full set of Clockwork Watchman Armor by completing the Clockwork Watchman Breastplate!
Well…it’s been a long road hasn’t it…but you are now a Grandmaster Tinkerer!!! There’s nothing that you are unable to tinker anymore! And with that, you now decide to venture forth to see what other wonders might be in store that you can share with future tinkerer’s on the rise to greatness.
Your journal, after Grandmastery!
To be continued….