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:
| Guild size before hire | Cost (gold) |
|---|---|
| 1 | 4 |
| 2 | 6 |
| 3 | 9 |
| 5 | 20 |
| 10 | 153 |
| 15 | 1169 |
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.
- Your first 5 miners are guaranteed from cluster breaks.
- After that a pity accumulator rolls: it lands about every 2 clusters on average, scaled to guild size.
- Level is 1 … floor(highestMinerLevel × 0.25). Stats are simulated to match that many level-ups. The server re-checks yield-vs-level and the 25% cap so you cannot smuggle a forged contract.
XP and levels
| From → To | XP |
|---|---|
| 1 → 2 | 1,000 |
| 2 → 3 | 1,450 |
| 3 → 4 | 2,102 |
| 5 → 6 | 4,420 |
| 10 → 11 | 21,137 |
On each level:
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 / what | Cu | Ag | Au |
|---|---|---|---|
| Miner mines a loose block | 1 | 3 | 5 |
| You mine a loose block → each assigned guild miner | 1 | 3 | 5 |
| You mine a cluster node (baseAmount > 1) → each guild miner | 1 | 2 | 4 |
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 | depthMult |
|---|---|
| 0 Origin | 1.0 |
| 1 | 7.5 |
| 2 | 10.0 |
| 5 | 17.5 |
| 10 | 30.0 |
| Action | Base XP |
|---|---|
| Cluster node (you) | Cu 50 / Ag 100 / Au 200 / prismatic 400 |
| Cluster complete | Cu 2,000 / Ag 4,000 / Au 6,000 / prismatic 20,000 |
| Vein node | 15 |
| Vein complete | 100 + veinSize × 8 |
| Tunnel spawn | 2000 × new tunnel depth |
| Hire miner | guildSize × 5000 |
| Reagent find | T1 400, T2 800, T3 1,500, T4 4,000, T5 15,000 — then × depth × yield |
| Transmute | T1 50k … T5 1,000,000 — no depth/yield |
| Jeweler craft | T1 300 / T2 700 / T3 1,000 / T4 3,000 / T5 10,000 per jeweler; Forge gets 10% of the sum; no depth |
| Blacksmith craft | T0 100, then the jeweler table; Forge 10% of the sum |
| Salvage | 50,000 × itemTier × 0.90^priorSalvagesOfThatRecipe |
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.
- Only unassigned miners can wear a pickaxe, and only one.
- Assigning a miner to a profession unequips any pickaxe back to inventory.
- Forgemaster and apprentice cannot wear pickaxes.
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.