Guild of toil

Miners

A miner is a little person with stats, five ring slots, and optionally one pickaxe. Unassigned miners work the floor. Assigned miners join a profession and stop swinging.

Hiring

Shop hire and cluster-contract hire use the same gold price:

Gold costcost = floor(4 × 1.5^(minerCount − 1))
Guild size before hireCost (gold)
14
26
39
520
10153
151169

New shop miners are level 1 with all stats at 1.0. Cosmetic type is random: stocky, lanky, burly, stout, wiry, hulking, diminutive, average. Name is random.

Hiring awards Forgemaster XP: newGuildSize × 5000 (no depth scaling — depth is passed as 0).

Legacy player upgrades still exist in the protocol: speed round(10 × 1.5^count) gold, power round(20 × 2^count) gold. Movement is now the Boots formula; power upgrades are the no-Forge yield fallback (1 + 2 × count).

Miners for hire

Breaking a cluster can leave a miner standing on the wreckage with a Contract of Indenture. Timeout 10 minutes. Same gold cost as the shop.

XP and levels

All miners, including Forge and apprenticexpToNext(level) = floor(1000 × 1.45^(level − 1))
From → ToXP
1 → 21,000
2 → 31,450
3 → 42,102
5 → 64,420
10 → 1121,137

On each level:

yield += 0.01 // always then one extra, equal chance (or affinity-weighted for apprentices): power +0.05 | speed +0.02 | luck +0.01

Apprentices also inherit 1/10 of the current Forgemaster’s (stat − 1) on every level. See Guild.

Miner XP from ore (guild miners, not the dedicated Forge helper)

Who / whatCuAgAu
Miner mines a loose block135
You mine a loose block → each assigned guild miner135
You mine a cluster node (baseAmount > 1) → each guild miner124

Forgemaster and apprentice are assigned, so they get this trickle and the dedicated Forge XP from clusters, veins, crafts, and so on.

Forgemaster / apprentice XP (the big numbers)

Depth × room yielddepthMult = depth === 0 ? 1.0 : 5.0 × (depth × 0.5 + 1) finalXP = floor(baseXP × depthMult × roomYield) if an apprentice exists: they get ALL of it × 1.2; Forge gets 0
DepthdepthMult
0 Origin1.0
17.5
210.0
517.5
1030.0
ActionBase XP
Cluster node (you)Cu 50 / Ag 100 / Au 200 / prismatic 400
Cluster completeCu 2,000 / Ag 4,000 / Au 6,000 / prismatic 20,000
Vein node15
Vein complete100 + veinSize × 8
Tunnel spawn2000 × new tunnel depth
Hire minerguildSize × 5000
Reagent findT1 400, T2 800, T3 1,500, T4 4,000, T5 15,000 — then × depth × yield
TransmuteT1 50k … T5 1,000,000 — no depth/yield
Jeweler craftT1 300 / T2 700 / T3 1,000 / T4 3,000 / T5 10,000 per jeweler; Forge gets 10% of the sum; no depth
Blacksmith craftT0 100, then the jeweler table; Forge 10% of the sum
Salvage50,000 × itemTier × 0.90^priorSalvagesOfThatRecipe
Loose blocks do not persist Forge XP. The client may flash optimistic numbers when you personally smash a crystal. The server never applies that table. Cluster, vein, reagent, tunnel, craft, salvage, and hire XP are real.

Equipment

Five slots. Power budget = miner level. A ring costs its reagent tier (1–5). A pickaxe costs the sum of its reagent tiers (empty copper pickaxe costs 1). You cannot exceed the pool. Replacing a slot does not double-count the old item.

Equipped stats multiply onto the miner in Gospel. Guild members’ rings also feed the 1/10 guild pool.

On the floor

Local miners: idle → walk to a crystal → mine → carry back → deliver. Nameplates (Cinzel) change color by state. Sprite miners are the default (paper-billboard dwarves). Other players’ guilds render as a cheap instanced crowd without headlamps.

You are a procedural dwarf or gnome; beard, nose, ears, and cloth color live on your save. Customize it on the character sheet.