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:
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):
On appoint:
- Current stat ratios are stored as
stat_affinities. - Miner is reset to level 1, 0 XP, all stats 1.0.
- Equipment is stripped back to inventory.
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):
- Old Forge is recorded in the hall of fame.
- 1/10 of (stat − 1) is added to Forgemaster moratorium.
- Gear returns to inventory.
- Apprentice becomes Forge, generation +1, affinities cleared (new Forge uses uniform 1/3 rolls).
- 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 tier | Craft seconds | Cost (chosen metal) | XP to each jeweler |
|---|---|---|---|
| 1 | 10 | 10,000 | 300 |
| 2 | 15 | 50,000 | 700 |
| 3 | 20 | 100,000 | 1,000 |
| 4 | 25 | 500,000 | 3,000 |
| 5 | 30 | 10,000,000 | 10,000 |
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:
| Generation | Max blacksmiths |
|---|---|
| 1 | 1 |
| 2 | 3 |
| 3 | 6 |
| 4 | 10 |
| 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 # | Silver |
|---|---|
| 1st (count 0) | 9,000 |
| 2nd | 36,000 |
| 3rd | 144,000 |
| 4th | 576,000 |
Then × reagent speed × guild speed:
| Station | Formula | Cap |
|---|---|---|
| Boots | 10 + √crew × 8 | walk / mine speed |
| Wings | 1 + crew | gather-circle grow rate |
| Eye | 100 + crew × 25 | max 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
Member effective stat = base × (1 + Σ equipped (stat − 1)). Full stack with reagents and room: Yield.