The Laboratory

Professions and mastery

How to pick a profession, how mastery grows and what work costs

  • Smith
  • Enchanter

Professions open at hero level 6, in the forge. The first one costs 600 sparks and is free from hero level 9. A hero has one profession.

Smith

Cuts gems from minerals and sets them into rings and amulets. The higher the mastery, the finer the cut and the stronger the gem.

Enchanter

Opens a second socket in an item for 30 to 90 days, by mastery. If the charm is not renewed, the gem in that socket burns.

Changing profession

Changing profession costs 300 sparks; no more often than once in 7 days. The mastery of the old one is kept.

Mastery

Mastery grows from work: every job and every order gives mastery XP.

In the game this block shows your own hero's numbers.

TierTotal XPSmith's cutEnchanter's charm
10rough30 days
230rough30 days
380even45 days
4160even45 days
5280fine60 days
6450fine60 days
7700masterful75 days
81050masterful75 days
91500flawless90 days
102100flawless90 days

How long work takes

Work takes time. Cutting and merging a gem takes 30 minutes; setting or taking out a gem, opening a socket and casting a charm take 20 minutes.

A job starts with one tap: materials and sparks are taken at once. You can close the game — the finished job waits until you collect it. The bench and the charm table hold one job each. A job cannot be sped up.

The first cut and the first setting go fast — 1 minute.

Your own work costs a few sparks: 5 to 15. A character crafter charges more and takes just as long. A crafter has no daily energy: time and materials set the pace.

Jobs

JobMinutesSparksBy a character crafter
Cutting30515
Merging3010–1545 per tier
Set a gem201060 per tier
Take the gem out20540 per tier
Open the socket2015225
Cast a charm2015120

Without the profession or the mastery, a character crafter does the same job for sparks: Bellows for smithing, Vesta for charms.

Masters Bellows and Vesta, Retorta, Fig and the customers on the board are game characters, not players.

Orders board

Take an order — the job takes its time. Hand it in and get the pay and the mastery.

Orders a day: 2; from mastery 6 — 3. You cannot take more than the board holds. An order says who asks and what to do. An order gives ×1.5 the mastery of your own work.