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AETHER SHARD SURVIVAL WIKI
built from v0.1.73 · 2026-10-06
DESIGN

Engineer Ladder (short-ladder example)

A design document: planned unless a "Prototype" note says it's built.
Part of The design hub; follows the template in Blacksmith Ladder (building template). Drafted 2026-08-30. Unlocks in Era 3, so it climbs 3 tiers across eras 3–5 — the worked example of a late-unlocked building.

Short-ladder NPC rule: top tier requires a Master, the tier below a Journeyman — the gates anchor to the top of the ladder, not to absolute tier numbers.

Role: the raid profession — supplies BOTH sides of every wall: defense emplacements for your city, siege gear for brute-force raids, and stealth gadgets for the sneak path. Brute-force vs sneak is partly an economic choice about which engineer goods you spend.


Prototype (v0.1.31, 2026-09-04): "Engineer's Workshop" (era 3; 6 timber, 4 cut stone, 4 copper), Tovik (Journeyman Marshal, 2 quests). Shell = MAKE fittings (2 ore + 1 timber). Modules pulled from t1/t2 into one tier for the prototype: Trap Shop → spike traps (1 fittings + 2 timber) set at the gate via the workshop dialog, max 5, 6 dmg per bite every 1.5 s to each raider besieging the gate, a trap spent after 4 bites; Ballista Platform → an automatic emplacement on the palisade (10 dmg / 2.5 s at the nearest raider outside the gate, drawn as a bolt); Gadget Bench → smoke bomb (taught by Eyes on the Road): nearby enemies drop aggro, concealment ×0.3 for 5 s. Answers: emplacements are automatic; traps have per-bite durability. Not yet: demolition / siege goods (no rival cities), glass cross-goods.

Tier 1 — Workshop (Era 3 / Steel)

Construction: steel components, cut stone, logs. Shell function: glassworks + fittings — the cross-goods other buildings' upgrades need (Blacksmith t3 glass, etc.). NPC: any recruit.

ModuleEffect
Trap shopDefensive traps for your walls (spikes, snares)
Demolition benchBreaching charges — the brute-force raid consumable
Scaffold yardSiege ladders — cheap wall access, loud

Tier 2 — Siegeworks (Era 4 / Mithril) — Journeyman required

Upgrade cost: mithril fittings, blacksmith instruments, time. Category unlocks: emplacements + player gadgets.

ModuleEffect
Ballista platformWall-mounted defense emplacements (your raids get harder to survive)
Siege workshopRams + heavy charges — breach higher-tier enemy walls
Gadget benchStealth line: grappling hooks, smoke bombs, lockpicks — the sneak path's consumables

Tier 3 — Aetherworks (Era 5 / Aetherite) — Master required

Upgrade cost: aetherite, capstone goods, time.

ModuleEffect
Aether cannonTop defense emplacement (capstone for Walls t5)
Infiltrator's atelierTop stealth kit (silent breach of tier-5 walls)

Inputs / outputs summary

Open questions