Artificer Command Center

Guild & Forge

One Forgemaster. Optional apprentice. Jewelers make rings. Blacksmiths make pickaxes. Crew run the caravan. There is no item marketplace — gold buys miners, silver buys crew, and the three ores pay for crafts.

Forgemaster

Appoint one miner. They leave the floor. Player ore base becomes:

playerBase = forgemasterLevel + generation_count

UI generation is 1-indexed (first Forge is Gen 1, generation_count = 0). Direct Forge stats apply to the guild at 100% on top of the 1/10 pool — they contribute twice. Item power budget for the Forge is still their level.

XP sources and the depth curve live on Miners.

Apprentice

Unlock level ramps with generation (using the database generation_count, which is 0 for Gen 1):

level = 30 for i in 1 .. generationCount: level += ceil(i / 2) Gen 1: 30 Gen 2: 31 Gen 3: 32 Gen 4: 34 Gen 5: 36 Gen 6: 39

On appoint:

AffinitiesspeedBonus, powerBonus, yieldBonus, luckBonus = each stat − 1 if total > 0.001: affinity[stat] = round3(statBonus / total) else: each of the four = 0.25

While an apprentice exists they receive all Forge XP at 1.2×. The Forgemaster gets none until succession. There is no max level cap on the apprentice.

Each apprentice level: yield +0.01, one affinity-weighted roll among power / speed / luck (+0.05 / +0.02 / +0.01), plus 1/10 of the current Forgemaster’s bonus stats (all four, rounded to 3 decimals). Yield affinity is stored but not used in the extra roll — yield is already guaranteed.

Succession

When apprentice level ≥ ceil(forgemasterLevel / 2):

  1. Old Forge is recorded in the hall of fame.
  2. 1/10 of (stat − 1) is added to Forgemaster moratorium.
  3. Gear returns to inventory.
  4. Apprentice becomes Forge, generation +1, affinities cleared (new Forge uses uniform 1/3 rolls).
  5. The retired miner is deleted.

Jewelers

Cap 15. Tiers 0–5. Assigned jewelers required: 0, 1, 3, 6, 10, 15. They can spend reagents of rarity ≤ jeweler tier. Transmutation unlocks at tier 2+. One jeweler craft at a time, time-gated.

Reagent tierCraft secondsCost (chosen metal)XP to each jeweler
11010,000300
21550,000700
320100,0001,000
425500,0003,000
53010,000,00010,000

Forge gets 10% of the sum of jeweler XP. Ring math is on Crafting.

Blacksmiths

Requires a Forgemaster. They do not feed the 1/10 guild pool. Headcount cap by displayed generation:

GenerationMax blacksmiths
11
23
36
410
5+15

Tiers 0–5 use the same assigned-count ladder and Forgemaster generation ≥ target tier. Auto-upgrade can fire when you assign the first blacksmith or reopen Artificer.

Craft duration: 6 + Σ tierAdditions seconds, where additions are {1:2, 2:5, 3:7, 4:10, 5:15} per reagent. Empty copper pickaxe is 6 seconds. Costs and alloys: Crafting.

Caravan Crew

Hired with silver. crew_hire_count only goes up — moving stations does not refund. Miner is inserted into both crew stations and assigned miners (profession crew), so they do sit in the guild pool.

Hire cost (silver)round(9000 × 4^hireCount / 100) × 100
Hire #Silver
1st (count 0)9,000
2nd36,000
3rd144,000
4th576,000

Then × reagent speed × guild speed:

StationFormulaCap
Boots10 + √crew × 8walk / mine speed
Wings1 + crewgather-circle grow rate
Eye100 + crew × 25max circle radius, 10 crew

Stations can be moved; the client syncs every 30 seconds. Eye builds a little watchtower on your caravan.

Guild math recap

guildStat = 1 + (Σ (memberEffectiveStat − 1) / 10) + Forge direct (100%) + salvage moratorium + retired-Forge moratorium

Member effective stat = base × (1 + Σ equipped (stat − 1)). Full stack with reagents and room: Yield.