Master Of Pottery Training Apprentices
Email requests at 500 reputation, C through A training pots, and ten graduates for Culture succession.
Apprentices are the slowest system in Master Of Pottery and the one people skip until Culture succession is the last stamp. They are locked until reputation (showroom heat) reaches 500. After that, they write you. The mail is an apprentice letter, not a buy offer. Accept, then teach. They copy your existing works. You spend 10 inspiration and a small yen fee per lesson. They can learn every two days. Failures give worse experience than a successful copy of a C pot, which is why a warehouse of junk is a gift.
This page is unlock, mail, training cadence, what to feed them, and what a graduate is actually for. Pair it with the Inspiration Guide because 10 inspiration is half a starter pot. Pair it with exhibitions because reputation 500 is a hall problem, not a wheel problem.
Unlock at reputation 500
Reputation is showroom heat, the same popularity that brings visitors. Build booths, rotate work, run exhibitions, and do not park one C cylinder forever. Ads help if the ticket math still pays. When 500 hits, wait for mail. You cannot recruit from a street menu. Time and fame send the letter.
If you are far below 500, stop reading this page and go throw. Two pots a day at 100 inspiration, shown on more stands, will get you there. The Getting Started loop is the reputation engine: exhibit, collect ticket yen, buy booths, repeat. 1.0 tourist comments can hint which piece is about to get a buy letter, which also feeds heat.
Email, lessons, and the two-day clock
Accept the apprentice from the mailbox. Training is not automatic. You choose a finished work and assign it. They attempt a copy. You pay 10 inspiration plus a fee. The two-day rule means you cannot dump your whole warehouse into one student in an afternoon. Plan lessons on the same rhythm as exhibitions: work day, show day, lesson day.
Keep C, B, and A pieces on purpose. S+ work is too hard early. A failed copy of your SSS vase teaches less than a clean copy of a boring cup. The achievement guide advice still holds: throw a few zero-effort objects just to have C works in stock. Those pots are training tools, not insults to the craft.
Do not sell every low letter to the map shop. Shop listings spend inspiration and pay poorly. You will regret the empty shelf when a new student arrives. Collector wants 30 works in the lifetime count anyway; keeping dummies does not block that stamp.
What graduates give you
When an apprentice finishes, they leave a gift of raw material used in the decoration shop: walls, booths, floors, roofs, plants, seating. Decoration enthusiasts wants 10 decoration assets. Graduates are how you afford that without waiting on the rare buyer who also tips material. They also bump reputation, which feeds the next letter.
A finished apprentice can run the kiln. Open the list from the bottom icon while shaping and pick a graduate. Star rating tracks how good their fire is. A five-star student posting perfect fires is the payoff for feeding them C pots for weeks. That does not replace learning the kiln bands yourself, but it does save a minigame when you are on a long SSS attempt.
You cannot treat their copies as a second production line to sell. Players asked; the copies are training, not stock. Your yen still comes from tickets, buy letters, and the shop. Their job is material, reputation, kiln help, and the Culture succession count.
Culture succession: 10 finished apprentices
Culture succession unlocks when 10 apprentices finish their apprenticeship. It is one of the rarer Steam stamps. It is also a calendar. Two-day lessons, plus the time to raise each student through copies, means you start this earlier than you think. Use the achievements tracker so you know how many have actually graduated, not how many letters you accepted.
Inspiration math gets tight. Starter 100 a day is two pots. One lesson drops you to one pot, or to zero if you also listed a shop piece. Unlock Tea House drinks after the day-33 teacup and day-41 teapot orders before you run a full school. Otherwise you will stall exhibitions to feed students, and reputation will sag.
When not to hire
If the decoration shop is bought out and Culture succession is done, new students are optional. Some players stop at that point because cube currency and raw material have nowhere left to go. If you still enjoy a five-star kiln buddy, keep one. If you need pots more than graduates, decline mail until inspiration is comfortable.
Rooms and online tokens in 1.0 do not train apprentices for you. Steam Multi-player does not share a student. Teaching stays a solo, mail-driven loop inside your hall.
Feed them honest C work, protect the 10 inspiration, and let the two-day clock run. Ten graduates later, the studio feels bigger even if the wheel has not changed. That is the whole apprentice craft: patience with junk pots, not a hidden SSS farm.
Frequently Asked Questions
Quick answers about throwing, firing, and running your showroom.
When do apprentices unlock?
At reputation 500. They send email requests. You cannot hire them from a walk-up menu before that heat threshold.
How much does a lesson cost?
10 inspiration plus a small yen fee, and they can train every two days. Shop listings also spend inspiration, so plan lessons against your daily pot count.
Which works should I give them?
Keep C, B, and A pieces. S+ copies fail too often early, and a fail grants less experience than a successful C. Throw a few low-effort pots just for the school.
What is Culture succession?
The achievement for 10 apprentices finishing their apprenticeship. Graduates also gift raw material for decorations and can later run the kiln.
Can I sell an apprentice's copies?
No. Copies are training. Your sales still come from exhibition letters and the map shop. Graduates pay you in material, reputation, and kiln help.