The forge: sharpening gear
The forge is a crew base building. It sharpens gear from +1 to +10: each step adds about 6% to a random bonus of the item, and +10 multiplies everything by 1.25.
Who sharpens, and how far
The cap is the lower of two: the forge level (2 per level, up to +10 at level 5) and the smith’s hand. Any crew member sharpens to +2; further only a master of the profession that makes that slot: a tailor for clothes, a bootmaker for footwear and so on. The profession level is the cap: profession 7 — up to +7.

Chances and setbacks
The chance of success drops with each step: +1 — 100%, +2 — 90%, +3 — 75%, +4 — 60%, +5 — 45%, +6 — 30%, +7 — 15%, +8 — 6%, +9 — 3%, +10 — 1.5%. Up to +5 a failure only costs money. From +6 a failed try knocks the item back 1–3 steps. An item never breaks.
A try costs 50 × step² coins and the profession’s main material; from +6 it also needs ingots.
Smelting, orders and specials
Ingots are smelted in the same forge: 3 metal and 15 coins an ingot. If you don’t have the right profession, leave an order for the crew’s smiths: you pay up front, the smith earns a tip and profession XP.
From +6 every step also grows one special of the item. If it had none, a special in the item’s colour appears: crimson — cruelty, jade — dodge, cobalt — resilience, amethyst — crit, amber — will, cyan — accuracy.
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