| |
|---|
| 10 Copper | = 1 Silver |
| 10 Silver | = 1 Gold |
| 100 Copper | = 1 Gold |
Rates are per 6-hour shift.
| Tier | Rate | Hourly |
|---|
| Low (Apprentice / Unskilled) | 2 gold per shift | ~33 copper/hour |
| Medium (Journeyman) | 4 gold per shift | ~66 copper/hour |
| High (Master Artisan) | 6 gold per shift | 1 silver/hour |
Crafters work with materials suited to their skill level — masters don’t waste time on cheap wood, and apprentices don’t ruin expensive gems.
| Material | Skill Level | Craft Time | Material Cost | Total Cost (Inc. time) |
|---|
| Wood | Low | 15 mins | 2 copper | 10 copper |
| Clay | Low | 30 mins | 1 silver | 3 silver |
| Ceramic | Medium | 2 hours | 1 gold | 2 gold |
| Glass/Bone | Medium | 4 hours | 5 gold | 8 gold |
| Gemstone | High | 12 hours | 25 gold | 37 gold |
- The Luxury Premium: The economy scales upward. Peasant goods (Wood/Clay) are extremely cheap per use, while premium goods (Glass/Gems) cost significantly more per charge. The end-user pays a premium for the convenience of carrying one item with 100 charges instead of twenty wooden ones.
- Skill Gating: Matching material complexity to worker tier keeps the economy stable. A 25 gold gemstone is a massive investment that demands the 12 gold labor cost of a master artisan.
- Time is Money: Advanced materials take exponentially longer to craft, preventing the market from being flooded with high-tier items and justifying their steep final costs.
Merchants typically apply a 20–50% markup over production costs. Use the table below for typical retail prices.
| Material | Production Cost | Retail Price (20–50% markup) |
|---|
| Wood | 10 copper | 12–15 copper |
| Clay | 3 silver | 3 silver 6 copper – 4 silver 5 copper |
| Ceramic | 2 gold | 2 gold 4 silver – 3 gold |
| Glass/Bone | 8–9 gold | 10–14 gold |
| Gemstone | 37 gold | 44–56 gold |