Living folio · Class
Craftsman
Craftsman is the Tower’s field builder and maintenance specialist : the person who keeps equipment working, keeps bodies patched, and turns a bad corridor into a defensible rest. They are not mana based as a class; their power comes from technique, materials, and reliable routines . Tag fit: Physical / Close...
Overview
Craftsman is the Tower’s field builder and maintenance specialist: the person who keeps equipment working, keeps bodies patched, and turns a bad corridor into a defensible rest. They are not mana-based as a class; their power comes from technique, materials, and reliable routines.
Tag fit: Physical / Close Range / Support.
In a five-person party, the Craftsman’s slot is usually: - Gear upkeep (repairs, adjustments, reinforcement, spare parts) - Field first aid (non-magic stabilisation, splints, bandaging, herbal poultices) - Camp creation (safe rest setups, simple traps/alarms, comfort that improves recovery) - Logistics (cooking, tool management, carrying discipline, resource preservation)
What makes Craftsman different from other classes
- They keep the party functional across time. Other classes win fights; Craftsmen prevent the slow failures that end runs: broken straps, dull edges, infections, bad sleep, ruined rations. - They convert “junk” into solutions. Scrap wood, monster hide, bent nails, torn cloth—nothing is worthless to them in the Tower. - They’re the class most aligned with Rest Nodes and expedition pacing. Their value spikes during cooldowns, wounds, long routes, and multi-floor contracts.
Stat tendencies (Adventurer Card attributes)
(Typical leanings, not hard locks.)
Best / most emphasized - STR (Strength): hauling kits, hammer work, bracing, carrying wounded, forcing stuck mechanisms. - END (Endurance): long hours, sustained labor after fights, staying useful when exhausted. - INS (Insight): practical diagnosis—“what’s about to fail,” reading material stress, triage judgement, improvisation.
Usually weaker - MNA (Mana): not a mana class; any mana use is typically via items. - AGI (Agility): variable; many are steady rather than fast (though some train mobility for close-range work). - RSN (Resonance): variable; high RSN helps Tower-pressure tolerance, but it’s not their primary identity.
Where they shine
- Emergency repairs under pressure: re-seat a loose guard, replace a strap, patch armor rings, straighten a warped edge—fast enough that someone can keep fighting. - Non-magic medical support: stop bleeding, clean wounds, prevent shock, set a limb, make simple herbal antiseptics/pain reducers. - Rest efficiency and safety: better meals, warm shelters, dry bedding, controlled fire/heat sources, simple alarms—turning “rest” into real recovery. - Camp defence basics: trip-lines, noise traps, choke-point barricades, door bracing—especially useful when Anchors are on cooldown or routes shift.
Where they don’t shine
- Burst damage / duel power: they can fight, but they’re not built to race DPS or carry kills. - Long-range impact: their work is hands-on; they contribute most when they can touch the problem. - Mana solutions: they can use mana tools, but they don’t naturally solve problems by shaping mana the way Alchemists/Mages/Ritualists do.
How Craftsman “works” in-world (skill access logic)
Craftsman guild tracks unlock work families and field protocols:
Core craft/support families - Field Repair: armor patching, weapon edge care, strap/rivet work, emergency reinforcement - Toolmaking: pitons, wedges, braces, simple mechanisms, replacement parts - Herbal Medicine & First Aid: salves, poultices, antiseptics, bandage packing, splints - Campcraft: shelter rigging, fire/heat management, safe sleeping layouts, sanitation routines
Tower-specific utility - Improvised traps/alarms: noise lines, pressure plates, light snares (not “trapmaster” lethal systems—more like safety infrastructure) - Load discipline: pack balance, tool access order, inventory protection against moisture/impact
Mana relationship (fits your “Physical” tag)
Craftsmen don’t rely on personal mana, but they often interact with mana indirectly: - maintaining mana-fed gear (lantern housings, runic contacts, stone slots) - installing or repairing mana conduits/fixtures physically (cleaning contacts, reseating plates) without “casting” - using mana items like anyone else, but rarely building a whole combat kit around mana output
A “mana Craftsman” build can exist, but it usually requires cross-training that’s expensive, rare, and inefficient compared to just hiring an Alchemist/Enchanter-equivalent.
Social/economic role (fits your Tower economy)
Craftsmen are the backbone of guild logistics. Many split time between: - Tower runs (to learn what actually breaks and what materials matter), and - surface workshop work (repair contracts, expedition outfitting, camp kit sales)
They’re also common in mid-tier guilds that can’t afford to replace gear every run.
Quick phrasing you can reuse in prose
- “A Craftsman doesn’t win the fight. They make sure you’re still capable of fighting tomorrow.” - “Where others see scrap, they see parts.” - “In the Tower, comfort is a resource—and they know how to manufacture it.”
If you tell me whether you want Cook as its own class or as a Craftsman specialization track, I can tune this so it matches your class list cleanly.