<?xml version="1.0"?>
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	<id>https://wiki.uoicebound.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Archin</id>
	<title>UO Icebound - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.uoicebound.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Archin"/>
	<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/wiki/Special:Contributions/Archin"/>
	<updated>2026-10-01T08:15:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Civics_System&amp;diff=2691</id>
		<title>Civics System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Civics_System&amp;diff=2691"/>
		<updated>2026-09-22T22:18:51Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Civic System is one of Icebound&#039;s ways of making the world persistent and reactive, shaped by anyone willing to act, whether to enrich themselves, uplift the collective, or disenfranchise their rivals.&lt;br /&gt;
&lt;br /&gt;
After a time, a newcomer can register with the city as a Citizen, and organize themselves, or join others, in voting for laws and civic measures that shape the world both temporarily and permanently on the Civic Ballot, and in turn the city responds by growing easier or harder to live in based on how its people choose to shape their society.&lt;br /&gt;
&lt;br /&gt;
Even if a character isn&#039;t interested in these macro level decisions, their work still matters, contributing to or drawing from the City Stockpiles through their [[Job System|Jobs]] and [[Construction Sites]], or turning in hard earned salvage from the wasteland for [[Scrip]].&lt;br /&gt;
&lt;br /&gt;
=Citizenship=&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
&lt;br /&gt;
Organizations are referring to the[[Player Factions &amp;amp; Turf Wars | Faction System]].&lt;br /&gt;
&lt;br /&gt;
=Civic Ballot=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Active Laws=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resource Manifest=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The City Stockpiles consist of global resources gained by building and maintaining city Districts, or select Outposts beyond the city walls, and through trade with [[Surviving Communities]] as opportunities arise.&lt;br /&gt;
&lt;br /&gt;
Individually, players can collect them by way of Gathering [[Job System|Jobs]]. These resources can be spent on temporary measures (World Buffs) or invested into [[Construction Sites]] to build and upgrade the city itself, so that the choices made on the Ballot and the labor spent in the field together decide whether the city grows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Pigment&amp;diff=2690</id>
		<title>Pigment</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Pigment&amp;diff=2690"/>
		<updated>2026-09-19T20:04:36Z</updated>

		<summary type="html">&lt;p&gt;Archin: Created page with &amp;quot; Pigment is craftable by Botany, Chemist, and Painting, and used in a litany of trades including Painting and Printing, as well as required to change the colors of Dye Tubs which can be used on a variety of decoration and equipment in game to further customize your character.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Pigment is craftable by [[Botany]], [[Chemist]], and [[Painting]], and used in a litany of trades including [[Painting]] and [[Printing]], as well as required to change the colors of [[Dye Tubs]] which can be used on a variety of decoration and equipment in game to further customize your character.&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2689</id>
		<title>Painting</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2689"/>
		<updated>2026-09-19T20:01:05Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Painting Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:PaintingIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“Painting is a science, and should be pursued as an inquiry into the laws of nature. Why, then, may not a landscape be considered as a branch of natural philosophy, of which pictures are but experiments?”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;John Constable, Royal Institution lecture, 1836&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;Painting governs the creation and application of anything involving paint. Beyond crafting standalone works of art, painting can be used to bring color to walls, and nearly any surface capable of holding a coat of paint. In a world drained of color, this is no small thing. Painters provide warmth to the soul, and a well-placed splash of color has been known to lift the spirit and restore a measure of sanity to those who take the time to notice it.&lt;br /&gt;
&lt;br /&gt;
Painters can also produce [[Pigment]] in bulk, a resource relied upon by several other crafts, but the primary draw here is the art itself. We have future plans to expand what this skill can do, but for now, Painting is, at its core, an aesthetic skill built for roleplay.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Getting Started&amp;lt;/font&amp;gt;=&lt;br /&gt;
To begin, you will need to acquire some [[Painting Supplies]]. These can be crafted from either [[Engineering]] or [[Survival Crafting]], or perhaps purchased from the [[Public Market]].&lt;br /&gt;
&lt;br /&gt;
Progression from there is simple. Painters can raise their skill by producing [[Pigment]], which other crafts rely on, especially [[Printing]], using several methods to mash plants and other natural resources down into usable color. Additionally, you can begin working on paintings right from the start, needing nothing more than some cloth and wood to get going.&lt;br /&gt;
&lt;br /&gt;
==Painting Jobs==&lt;br /&gt;
&lt;br /&gt;
Painting [[Job System|jobs]] are available in the city in the makeshift Painters Studio located just beyond the Scrapyard. At the start, the studio has a Daily Job for gauranteed skillgain to work in the studio to supplement your progression, and then once you&#039;ve gained at least 25% skill, they will offer a Work Shift to Painters to touch up painted walls around town for a [[Scrip]].&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Creating a Painting&amp;lt;/font&amp;gt;=&lt;br /&gt;
[[File:CustomPainting.gif| right]]To begin, craft a canvas in Small, Medium, or Large size from the crafting menu, with availability determined by your Painting skill. This produces a blank canvas. Double-click the canvas to automatically open the [[Quality Crafting]] menu, where you can name the painting and add a description for flavor and roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
Within the menu, use the arrows beneath the picture graphic on the left side to cycle through available subjects to paint. The options available to you are determined by your canvas size, your Painting skill, and additional modifiers such as background, other skills, or Sanity-related themes.&lt;br /&gt;
&lt;br /&gt;
Like other Quality Crafting projects, the painting tracks progress on a bar alongside a list of required materials. Filling the bar upgrades the piece to its next quality tier, and this process takes time and follows standard Quality Crafting rules for skill gain.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with the painting&#039;s appearance and quality level, click Complete Project to create the final item. You can change the painting&#039;s orientation using command &#039;[Flip&#039; to help it conform to mounting on a wall, and the color of its frame can be customized afterward using wood stains.&lt;br /&gt;
&lt;br /&gt;
Viewing a painting grants a once-per-day [[Sanity]] restoration, which can be triggered on [look or Context-Click. The restoration scales with the painting&#039;s crafted quality. This is not a meaningful bonus, nor is it meant to be a resource players hunt down or optimize around, just a modest, pleasant reason to stop and appreciate someone else&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paint Cans &amp;amp; Their Uses&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;At 40% Skill, a Painter can craft a Paint Can, which can be filled with Paint to use both for interior decorating and more... avant-garde artistry!&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Prepping the Paint&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To begin, you&#039;ll need Paint, and a Paint Can, both crafted from your [[Painting Supplies]]. To fill the Paint Can, just double click on it, then choose the paint, which will fill it with uses. &lt;br /&gt;
This basic step will provide you the primer, but to choose a color other than white, use a [[Dye Tub]] on the Paint Can to pick a different color. Once you&#039;re happy with the color, double-click on the Paint Can and it will open the menu to begin.&lt;br /&gt;
[[File:Paint_ChooseColor_Step2.gif|center]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Painting Rentals&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To use this feature, you must be the Owner or Co-Owner of a rental property. Using it outside of such a space will be treated as Graffiti. To begin, stand in front of the drab wall you&#039;d like to spruce up and double-click a readied Paint Can to open the menu. Be mindful of the direction you need it to face, then select your preferred graphic. When you hit Apply, you&#039;ll be prompted to select the wall.&lt;br /&gt;
&lt;br /&gt;
While anyone can apply rudimentary paint jobs to walls within their [[Rental Property|Rental Properties]], skilled Painters are capable of far more intricate designs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Graffiti&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Anyone can throw up Graffiti, and it actually raises the [[Skullduggery|Skulduggery]], but Painters have access to more design options, and when paired with [[Skullduggery|Skulduggery]] can allow for more graffiti sites to be up at once. &lt;br /&gt;
&lt;br /&gt;
Characters with [[Forensics]] can gleam clues from the graffiti to determine who may have made it. &lt;br /&gt;
&lt;br /&gt;
To remove Graffiti, just use water on the graffiti to clear it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2688</id>
		<title>Painting</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2688"/>
		<updated>2026-09-19T19:59:02Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:PaintingIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“Painting is a science, and should be pursued as an inquiry into the laws of nature. Why, then, may not a landscape be considered as a branch of natural philosophy, of which pictures are but experiments?”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;John Constable, Royal Institution lecture, 1836&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;Painting governs the creation and application of anything involving paint. Beyond crafting standalone works of art, painting can be used to bring color to walls, and nearly any surface capable of holding a coat of paint. In a world drained of color, this is no small thing. Painters provide warmth to the soul, and a well-placed splash of color has been known to lift the spirit and restore a measure of sanity to those who take the time to notice it.&lt;br /&gt;
&lt;br /&gt;
Painters can also produce [[Pigment]] in bulk, a resource relied upon by several other crafts, but the primary draw here is the art itself. We have future plans to expand what this skill can do, but for now, Painting is, at its core, an aesthetic skill built for roleplay.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Getting Started&amp;lt;/font&amp;gt;=&lt;br /&gt;
To begin, you will need to acquire some [[Painting Supplies]]. These can be crafted from either [[Engineering]] or [[Survival Crafting]], or perhaps purchased from the [[Public Market]].&lt;br /&gt;
&lt;br /&gt;
Progression from there is simple. Painters can raise their skill by producing [[Pigment]], which other crafts rely on, especially [[Printing]], using several methods to mash plants and other natural resources down into usable color. Additionally, you can begin working on paintings right from the start, needing nothing more than some cloth and wood to get going.&lt;br /&gt;
&lt;br /&gt;
==Painting Jobs==&lt;br /&gt;
&lt;br /&gt;
Painting [[job system|jobs]] are available in the city in the makeshift Painters Studio located just beyond the Scrapyard.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Creating a Painting&amp;lt;/font&amp;gt;=&lt;br /&gt;
[[File:CustomPainting.gif| right]]To begin, craft a canvas in Small, Medium, or Large size from the crafting menu, with availability determined by your Painting skill. This produces a blank canvas. Double-click the canvas to automatically open the [[Quality Crafting]] menu, where you can name the painting and add a description for flavor and roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
Within the menu, use the arrows beneath the picture graphic on the left side to cycle through available subjects to paint. The options available to you are determined by your canvas size, your Painting skill, and additional modifiers such as background, other skills, or Sanity-related themes.&lt;br /&gt;
&lt;br /&gt;
Like other Quality Crafting projects, the painting tracks progress on a bar alongside a list of required materials. Filling the bar upgrades the piece to its next quality tier, and this process takes time and follows standard Quality Crafting rules for skill gain.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with the painting&#039;s appearance and quality level, click Complete Project to create the final item. You can change the painting&#039;s orientation using command &#039;[Flip&#039; to help it conform to mounting on a wall, and the color of its frame can be customized afterward using wood stains.&lt;br /&gt;
&lt;br /&gt;
Viewing a painting grants a once-per-day [[Sanity]] restoration, which can be triggered on [look or Context-Click. The restoration scales with the painting&#039;s crafted quality. This is not a meaningful bonus, nor is it meant to be a resource players hunt down or optimize around, just a modest, pleasant reason to stop and appreciate someone else&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paint Cans &amp;amp; Their Uses&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;At 40% Skill, a Painter can craft a Paint Can, which can be filled with Paint to use both for interior decorating and more... avant-garde artistry!&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Prepping the Paint&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To begin, you&#039;ll need Paint, and a Paint Can, both crafted from your [[Painting Supplies]]. To fill the Paint Can, just double click on it, then choose the paint, which will fill it with uses. &lt;br /&gt;
This basic step will provide you the primer, but to choose a color other than white, use a [[Dye Tub]] on the Paint Can to pick a different color. Once you&#039;re happy with the color, double-click on the Paint Can and it will open the menu to begin.&lt;br /&gt;
[[File:Paint_ChooseColor_Step2.gif|center]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Painting Rentals&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To use this feature, you must be the Owner or Co-Owner of a rental property. Using it outside of such a space will be treated as Graffiti. To begin, stand in front of the drab wall you&#039;d like to spruce up and double-click a readied Paint Can to open the menu. Be mindful of the direction you need it to face, then select your preferred graphic. When you hit Apply, you&#039;ll be prompted to select the wall.&lt;br /&gt;
&lt;br /&gt;
While anyone can apply rudimentary paint jobs to walls within their [[Rental Property|Rental Properties]], skilled Painters are capable of far more intricate designs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Graffiti&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Anyone can throw up Graffiti, and it actually raises the [[Skullduggery|Skulduggery]], but Painters have access to more design options, and when paired with [[Skullduggery|Skulduggery]] can allow for more graffiti sites to be up at once. &lt;br /&gt;
&lt;br /&gt;
Characters with [[Forensics]] can gleam clues from the graffiti to determine who may have made it. &lt;br /&gt;
&lt;br /&gt;
To remove Graffiti, just use water on the graffiti to clear it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2687</id>
		<title>Painting</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2687"/>
		<updated>2026-09-19T19:54:00Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Creating a Painting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:PaintingIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“Painting is a science, and should be pursued as an inquiry into the laws of nature. Why, then, may not a landscape be considered as a branch of natural philosophy, of which pictures are but experiments?”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;John Constable, Royal Institution lecture, 1836&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;Painting governs the creation and application of anything involving paint. Beyond crafting standalone works of art, painting can be used to bring color to walls, and nearly any surface capable of holding a coat of paint. In a world drained of color, this is no small thing. Painters provide warmth to the soul, and a well-placed splash of color has been known to lift the spirit and restore a measure of sanity to those who take the time to notice it.&lt;br /&gt;
&lt;br /&gt;
Painters can also produce [[Pigment]] in bulk, a resource relied upon by several other crafts, but the primary draw here is the art itself. We have future plans to expand what this skill can do, but for now, Painting is, at its core, an aesthetic skill built for roleplay.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Getting Started&amp;lt;/font&amp;gt;=&lt;br /&gt;
To begin, you will need to acquire some [[Painting Supplies]]. These can be crafted from either [[Engineering]] or [[Survival Crafting]], or perhaps purchased from the [[Public Market]].&lt;br /&gt;
&lt;br /&gt;
Progression from there is simple. Painters can raise their skill by producing [[Pigment]], which other crafts rely on, especially [[Printing]], using several methods to mash plants and other natural resources down into usable color. Additionally, you can begin working on paintings right from the start, needing nothing more than some cloth and wood to get going.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Creating a Painting&amp;lt;/font&amp;gt;=&lt;br /&gt;
[[File:CustomPainting.gif| right]]To begin, craft a canvas in Small, Medium, or Large size from the crafting menu, with availability determined by your Painting skill. This produces a blank canvas. Double-click the canvas to automatically open the [[Quality Crafting]] menu, where you can name the painting and add a description for flavor and roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
Within the menu, use the arrows beneath the picture graphic on the left side to cycle through available subjects to paint. The options available to you are determined by your canvas size, your Painting skill, and additional modifiers such as background, other skills, or Sanity-related themes.&lt;br /&gt;
&lt;br /&gt;
Like other Quality Crafting projects, the painting tracks progress on a bar alongside a list of required materials. Filling the bar upgrades the piece to its next quality tier, and this process takes time and follows standard Quality Crafting rules for skill gain.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with the painting&#039;s appearance and quality level, click Complete Project to create the final item. You can change the painting&#039;s orientation using command &#039;[Flip&#039; to help it conform to mounting on a wall, and the color of its frame can be customized afterward using wood stains.&lt;br /&gt;
&lt;br /&gt;
Viewing a painting grants a once-per-day [[Sanity]] restoration, which can be triggered on [look or Context-Click. The restoration scales with the painting&#039;s crafted quality. This is not a meaningful bonus, nor is it meant to be a resource players hunt down or optimize around, just a modest, pleasant reason to stop and appreciate someone else&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paint Cans &amp;amp; Their Uses&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;At 40% Skill, a Painter can craft a Paint Can, which can be filled with Paint to use both for interior decorating and more... avant-garde artistry!&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Prepping the Paint&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To begin, you&#039;ll need Paint, and a Paint Can, both crafted from your [[Painting Supplies]]. To fill the Paint Can, just double click on it, then choose the paint, which will fill it with uses. &lt;br /&gt;
This basic step will provide you the primer, but to choose a color other than white, use a [[Dye Tub]] on the Paint Can to pick a different color. Once you&#039;re happy with the color, double-click on the Paint Can and it will open the menu to begin.&lt;br /&gt;
[[File:Paint_ChooseColor_Step2.gif|center]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Painting Rentals&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To use this feature, you must be the Owner or Co-Owner of a rental property. Using it outside of such a space will be treated as Graffiti. To begin, stand in front of the drab wall you&#039;d like to spruce up and double-click a readied Paint Can to open the menu. Be mindful of the direction you need it to face, then select your preferred graphic. When you hit Apply, you&#039;ll be prompted to select the wall.&lt;br /&gt;
&lt;br /&gt;
While anyone can apply rudimentary paint jobs to walls within their [[Rental Property|Rental Properties]], skilled Painters are capable of far more intricate designs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Graffiti&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Anyone can throw up Graffiti, and it actually raises the [[Skullduggery|Skulduggery]], but Painters have access to more design options, and when paired with [[Skullduggery|Skulduggery]] can allow for more graffiti sites to be up at once. &lt;br /&gt;
&lt;br /&gt;
Characters with [[Forensics]] can gleam clues from the graffiti to determine who may have made it. &lt;br /&gt;
&lt;br /&gt;
To remove Graffiti, just use water on the graffiti to clear it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2686</id>
		<title>Painting</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2686"/>
		<updated>2026-09-19T19:53:42Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:PaintingIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“Painting is a science, and should be pursued as an inquiry into the laws of nature. Why, then, may not a landscape be considered as a branch of natural philosophy, of which pictures are but experiments?”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;John Constable, Royal Institution lecture, 1836&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;Painting governs the creation and application of anything involving paint. Beyond crafting standalone works of art, painting can be used to bring color to walls, and nearly any surface capable of holding a coat of paint. In a world drained of color, this is no small thing. Painters provide warmth to the soul, and a well-placed splash of color has been known to lift the spirit and restore a measure of sanity to those who take the time to notice it.&lt;br /&gt;
&lt;br /&gt;
Painters can also produce [[Pigment]] in bulk, a resource relied upon by several other crafts, but the primary draw here is the art itself. We have future plans to expand what this skill can do, but for now, Painting is, at its core, an aesthetic skill built for roleplay.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Getting Started&amp;lt;/font&amp;gt;=&lt;br /&gt;
To begin, you will need to acquire some [[Painting Supplies]]. These can be crafted from either [[Engineering]] or [[Survival Crafting]], or perhaps purchased from the [[Public Market]].&lt;br /&gt;
&lt;br /&gt;
Progression from there is simple. Painters can raise their skill by producing [[Pigment]], which other crafts rely on, especially [[Printing]], using several methods to mash plants and other natural resources down into usable color. Additionally, you can begin working on paintings right from the start, needing nothing more than some cloth and wood to get going.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Creating a Painting&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:CustomPainting.gif| right]]To begin, craft a canvas in Small, Medium, or Large size from the crafting menu, with availability determined by your Painting skill. This produces a blank canvas. Double-click the canvas to automatically open the [[Quality Crafting]] menu, where you can name the painting and add a description for flavor and roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
Within the menu, use the arrows beneath the picture graphic on the left side to cycle through available subjects to paint. The options available to you are determined by your canvas size, your Painting skill, and additional modifiers such as background, other skills, or Sanity-related themes.&lt;br /&gt;
&lt;br /&gt;
Like other Quality Crafting projects, the painting tracks progress on a bar alongside a list of required materials. Filling the bar upgrades the piece to its next quality tier, and this process takes time and follows standard Quality Crafting rules for skill gain.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with the painting&#039;s appearance and quality level, click Complete Project to create the final item. You can change the painting&#039;s orientation using command &#039;[Flip&#039; to help it conform to mounting on a wall, and the color of its frame can be customized afterward using wood stains.&lt;br /&gt;
&lt;br /&gt;
Viewing a painting grants a once-per-day [[Sanity]] restoration, which can be triggered on [look or Context-Click. The restoration scales with the painting&#039;s crafted quality. This is not a meaningful bonus, nor is it meant to be a resource players hunt down or optimize around, just a modest, pleasant reason to stop and appreciate someone else&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paint Cans &amp;amp; Their Uses&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;At 40% Skill, a Painter can craft a Paint Can, which can be filled with Paint to use both for interior decorating and more... avant-garde artistry!&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Prepping the Paint&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To begin, you&#039;ll need Paint, and a Paint Can, both crafted from your [[Painting Supplies]]. To fill the Paint Can, just double click on it, then choose the paint, which will fill it with uses. &lt;br /&gt;
This basic step will provide you the primer, but to choose a color other than white, use a [[Dye Tub]] on the Paint Can to pick a different color. Once you&#039;re happy with the color, double-click on the Paint Can and it will open the menu to begin.&lt;br /&gt;
[[File:Paint_ChooseColor_Step2.gif|center]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Painting Rentals&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To use this feature, you must be the Owner or Co-Owner of a rental property. Using it outside of such a space will be treated as Graffiti. To begin, stand in front of the drab wall you&#039;d like to spruce up and double-click a readied Paint Can to open the menu. Be mindful of the direction you need it to face, then select your preferred graphic. When you hit Apply, you&#039;ll be prompted to select the wall.&lt;br /&gt;
&lt;br /&gt;
While anyone can apply rudimentary paint jobs to walls within their [[Rental Property|Rental Properties]], skilled Painters are capable of far more intricate designs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Graffiti&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Anyone can throw up Graffiti, and it actually raises the [[Skullduggery|Skulduggery]], but Painters have access to more design options, and when paired with [[Skullduggery|Skulduggery]] can allow for more graffiti sites to be up at once. &lt;br /&gt;
&lt;br /&gt;
Characters with [[Forensics]] can gleam clues from the graffiti to determine who may have made it. &lt;br /&gt;
&lt;br /&gt;
To remove Graffiti, just use water on the graffiti to clear it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2685</id>
		<title>Painting</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2685"/>
		<updated>2026-09-19T19:53:22Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:PaintingIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“Painting is a science, and should be pursued as an inquiry into the laws of nature. Why, then, may not a landscape be considered as a branch of natural philosophy, of which pictures are but experiments?”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;John Constable, Royal Institution lecture, 1836&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;Painting governs the creation and application of anything involving paint. Beyond crafting standalone works of art, painting can be used to bring color to walls, and nearly any surface capable of holding a coat of paint. In a world drained of color, this is no small thing. Painters provide warmth to the soul, and a well-placed splash of color has been known to lift the spirit and restore a measure of sanity to those who take the time to notice it.&lt;br /&gt;
&lt;br /&gt;
Painters can also produce [[Pigment]] in bulk, a resource relied upon by several other crafts, but the primary draw here is the art itself. We have future plans to expand what this skill can do, but for now, Painting is, at its core, an aesthetic skill built for roleplay.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Getting Started&amp;lt;/font&amp;gt;=&lt;br /&gt;
To begin, you will need to acquire some [[Painting Supplies]]. These can be crafted from either [[Engineering]] or [[Survival Crafting]], or perhaps purchased from the [[Public Market]].&lt;br /&gt;
&lt;br /&gt;
Progression from there is simple. Painters can raise their skill by producing pigment, which other crafts rely on, especially [[Printing]], using several methods to mash plants and other natural resources down into usable color. Additionally, you can begin working on paintings right from the start, needing nothing more than some cloth and wood to get going.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Creating a Painting&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:CustomPainting.gif| right]]To begin, craft a canvas in Small, Medium, or Large size from the crafting menu, with availability determined by your Painting skill. This produces a blank canvas. Double-click the canvas to automatically open the [[Quality Crafting]] menu, where you can name the painting and add a description for flavor and roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
Within the menu, use the arrows beneath the picture graphic on the left side to cycle through available subjects to paint. The options available to you are determined by your canvas size, your Painting skill, and additional modifiers such as background, other skills, or Sanity-related themes.&lt;br /&gt;
&lt;br /&gt;
Like other Quality Crafting projects, the painting tracks progress on a bar alongside a list of required materials. Filling the bar upgrades the piece to its next quality tier, and this process takes time and follows standard Quality Crafting rules for skill gain.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with the painting&#039;s appearance and quality level, click Complete Project to create the final item. You can change the painting&#039;s orientation using command &#039;[Flip&#039; to help it conform to mounting on a wall, and the color of its frame can be customized afterward using wood stains.&lt;br /&gt;
&lt;br /&gt;
Viewing a painting grants a once-per-day [[Sanity]] restoration, which can be triggered on [look or Context-Click. The restoration scales with the painting&#039;s crafted quality. This is not a meaningful bonus, nor is it meant to be a resource players hunt down or optimize around, just a modest, pleasant reason to stop and appreciate someone else&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paint Cans &amp;amp; Their Uses&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;At 40% Skill, a Painter can craft a Paint Can, which can be filled with Paint to use both for interior decorating and more... avant-garde artistry!&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Prepping the Paint&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To begin, you&#039;ll need Paint, and a Paint Can, both crafted from your [[Painting Supplies]]. To fill the Paint Can, just double click on it, then choose the paint, which will fill it with uses. &lt;br /&gt;
This basic step will provide you the primer, but to choose a color other than white, use a [[Dye Tub]] on the Paint Can to pick a different color. Once you&#039;re happy with the color, double-click on the Paint Can and it will open the menu to begin.&lt;br /&gt;
[[File:Paint_ChooseColor_Step2.gif|center]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Painting Rentals&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To use this feature, you must be the Owner or Co-Owner of a rental property. Using it outside of such a space will be treated as Graffiti. To begin, stand in front of the drab wall you&#039;d like to spruce up and double-click a readied Paint Can to open the menu. Be mindful of the direction you need it to face, then select your preferred graphic. When you hit Apply, you&#039;ll be prompted to select the wall.&lt;br /&gt;
&lt;br /&gt;
While anyone can apply rudimentary paint jobs to walls within their [[Rental Property|Rental Properties]], skilled Painters are capable of far more intricate designs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Graffiti&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Anyone can throw up Graffiti, and it actually raises the [[Skullduggery|Skulduggery]], but Painters have access to more design options, and when paired with [[Skullduggery|Skulduggery]] can allow for more graffiti sites to be up at once. &lt;br /&gt;
&lt;br /&gt;
Characters with [[Forensics]] can gleam clues from the graffiti to determine who may have made it. &lt;br /&gt;
&lt;br /&gt;
To remove Graffiti, just use water on the graffiti to clear it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2684</id>
		<title>Painting</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2684"/>
		<updated>2026-09-19T19:52:41Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Prepping the Paint */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:PaintingIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“Painting is a science, and should be pursued as an inquiry into the laws of nature. Why, then, may not a landscape be considered as a branch of natural philosophy, of which pictures are but experiments?”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;John Constable, Royal Institution lecture, 1836&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;Painting governs the creation and application of anything involving paint. Beyond crafting standalone works of art, painting can be used to bring color to walls, and nearly any surface capable of holding a coat of paint. In a world drained of color, this is no small thing. Painters provide warmth to the soul, and a well-placed splash of color has been known to lift the spirit and restore a measure of sanity to those who take the time to notice it.&lt;br /&gt;
&lt;br /&gt;
Painters can also produce pigment in bulk, a resource relied upon by several other crafts, but the primary draw here is the art itself. We have future plans to expand what this skill can do, but for now, Painting is, at its core, an aesthetic skill built for roleplay.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Getting Started&amp;lt;/font&amp;gt;=&lt;br /&gt;
To begin, you will need to acquire some [[Painting Supplies]]. These can be crafted from either [[Engineering]] or [[Survival Crafting]], or perhaps purchased from the [[Public Market]].&lt;br /&gt;
&lt;br /&gt;
Progression from there is simple. Painters can raise their skill by producing pigment, which other crafts rely on, especially [[Printing]], using several methods to mash plants and other natural resources down into usable color. Additionally, you can begin working on paintings right from the start, needing nothing more than some cloth and wood to get going.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Creating a Painting&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:CustomPainting.gif| right]]To begin, craft a canvas in Small, Medium, or Large size from the crafting menu, with availability determined by your Painting skill. This produces a blank canvas. Double-click the canvas to automatically open the [[Quality Crafting]] menu, where you can name the painting and add a description for flavor and roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
Within the menu, use the arrows beneath the picture graphic on the left side to cycle through available subjects to paint. The options available to you are determined by your canvas size, your Painting skill, and additional modifiers such as background, other skills, or Sanity-related themes.&lt;br /&gt;
&lt;br /&gt;
Like other Quality Crafting projects, the painting tracks progress on a bar alongside a list of required materials. Filling the bar upgrades the piece to its next quality tier, and this process takes time and follows standard Quality Crafting rules for skill gain.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with the painting&#039;s appearance and quality level, click Complete Project to create the final item. You can change the painting&#039;s orientation using command &#039;[Flip&#039; to help it conform to mounting on a wall, and the color of its frame can be customized afterward using wood stains.&lt;br /&gt;
&lt;br /&gt;
Viewing a painting grants a once-per-day [[Sanity]] restoration, which can be triggered on [look or Context-Click. The restoration scales with the painting&#039;s crafted quality. This is not a meaningful bonus, nor is it meant to be a resource players hunt down or optimize around, just a modest, pleasant reason to stop and appreciate someone else&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paint Cans &amp;amp; Their Uses&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;At 40% Skill, a Painter can craft a Paint Can, which can be filled with Paint to use both for interior decorating and more... avant-garde artistry!&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Prepping the Paint&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To begin, you&#039;ll need Paint, and a Paint Can, both crafted from your [[Painting Supplies]]. To fill the Paint Can, just double click on it, then choose the paint, which will fill it with uses. &lt;br /&gt;
This basic step will provide you the primer, but to choose a color other than white, use a [[Dye Tub]] on the Paint Can to pick a different color. Once you&#039;re happy with the color, double-click on the Paint Can and it will open the menu to begin.&lt;br /&gt;
[[File:Paint_ChooseColor_Step2.gif|center]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Painting Rentals&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To use this feature, you must be the Owner or Co-Owner of a rental property. Using it outside of such a space will be treated as Graffiti. To begin, stand in front of the drab wall you&#039;d like to spruce up and double-click a readied Paint Can to open the menu. Be mindful of the direction you need it to face, then select your preferred graphic. When you hit Apply, you&#039;ll be prompted to select the wall.&lt;br /&gt;
&lt;br /&gt;
While anyone can apply rudimentary paint jobs to walls within their [[Rental Property|Rental Properties]], skilled Painters are capable of far more intricate designs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Graffiti&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Anyone can throw up Graffiti, and it actually raises the [[Skullduggery|Skulduggery]], but Painters have access to more design options, and when paired with [[Skullduggery|Skulduggery]] can allow for more graffiti sites to be up at once. &lt;br /&gt;
&lt;br /&gt;
Characters with [[Forensics]] can gleam clues from the graffiti to determine who may have made it. &lt;br /&gt;
&lt;br /&gt;
To remove Graffiti, just use water on the graffiti to clear it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2683</id>
		<title>Painting</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2683"/>
		<updated>2026-09-19T19:52:02Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Graffiti */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:PaintingIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“Painting is a science, and should be pursued as an inquiry into the laws of nature. Why, then, may not a landscape be considered as a branch of natural philosophy, of which pictures are but experiments?”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;John Constable, Royal Institution lecture, 1836&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;Painting governs the creation and application of anything involving paint. Beyond crafting standalone works of art, painting can be used to bring color to walls, and nearly any surface capable of holding a coat of paint. In a world drained of color, this is no small thing. Painters provide warmth to the soul, and a well-placed splash of color has been known to lift the spirit and restore a measure of sanity to those who take the time to notice it.&lt;br /&gt;
&lt;br /&gt;
Painters can also produce pigment in bulk, a resource relied upon by several other crafts, but the primary draw here is the art itself. We have future plans to expand what this skill can do, but for now, Painting is, at its core, an aesthetic skill built for roleplay.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Getting Started&amp;lt;/font&amp;gt;=&lt;br /&gt;
To begin, you will need to acquire some [[Painting Supplies]]. These can be crafted from either [[Engineering]] or [[Survival Crafting]], or perhaps purchased from the [[Public Market]].&lt;br /&gt;
&lt;br /&gt;
Progression from there is simple. Painters can raise their skill by producing pigment, which other crafts rely on, especially [[Printing]], using several methods to mash plants and other natural resources down into usable color. Additionally, you can begin working on paintings right from the start, needing nothing more than some cloth and wood to get going.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Creating a Painting&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:CustomPainting.gif| right]]To begin, craft a canvas in Small, Medium, or Large size from the crafting menu, with availability determined by your Painting skill. This produces a blank canvas. Double-click the canvas to automatically open the [[Quality Crafting]] menu, where you can name the painting and add a description for flavor and roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
Within the menu, use the arrows beneath the picture graphic on the left side to cycle through available subjects to paint. The options available to you are determined by your canvas size, your Painting skill, and additional modifiers such as background, other skills, or Sanity-related themes.&lt;br /&gt;
&lt;br /&gt;
Like other Quality Crafting projects, the painting tracks progress on a bar alongside a list of required materials. Filling the bar upgrades the piece to its next quality tier, and this process takes time and follows standard Quality Crafting rules for skill gain.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with the painting&#039;s appearance and quality level, click Complete Project to create the final item. You can change the painting&#039;s orientation using command &#039;[Flip&#039; to help it conform to mounting on a wall, and the color of its frame can be customized afterward using wood stains.&lt;br /&gt;
&lt;br /&gt;
Viewing a painting grants a once-per-day [[Sanity]] restoration, which can be triggered on [look or Context-Click. The restoration scales with the painting&#039;s crafted quality. This is not a meaningful bonus, nor is it meant to be a resource players hunt down or optimize around, just a modest, pleasant reason to stop and appreciate someone else&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paint Cans &amp;amp; Their Uses&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;At 40% Skill, a Painter can craft a Paint Can, which can be filled with Paint to use both for interior decorating and more... avant-garde artistry!&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Prepping the Paint&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To begin, you&#039;ll need Paint, and a Paint Can, both crafted from your [[Painting Supplies]]. To fill the Paint Can, just double click on it, then choose the paint, which will fill it with uses. &lt;br /&gt;
This basic step will provide you the primer, but to choose a color other than white, use a dye tub on the Paint Can to pick a different color. Once you&#039;re happy with the color, double-click on the Paint Can and it will open the menu to begin.&lt;br /&gt;
[[File:Paint_ChooseColor_Step2.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Painting Rentals&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To use this feature, you must be the Owner or Co-Owner of a rental property. Using it outside of such a space will be treated as Graffiti. To begin, stand in front of the drab wall you&#039;d like to spruce up and double-click a readied Paint Can to open the menu. Be mindful of the direction you need it to face, then select your preferred graphic. When you hit Apply, you&#039;ll be prompted to select the wall.&lt;br /&gt;
&lt;br /&gt;
While anyone can apply rudimentary paint jobs to walls within their [[Rental Property|Rental Properties]], skilled Painters are capable of far more intricate designs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Graffiti&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Anyone can throw up Graffiti, and it actually raises the [[Skullduggery|Skulduggery]], but Painters have access to more design options, and when paired with [[Skullduggery|Skulduggery]] can allow for more graffiti sites to be up at once. &lt;br /&gt;
&lt;br /&gt;
Characters with [[Forensics]] can gleam clues from the graffiti to determine who may have made it. &lt;br /&gt;
&lt;br /&gt;
To remove Graffiti, just use water on the graffiti to clear it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2682</id>
		<title>Painting</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Painting&amp;diff=2682"/>
		<updated>2026-09-19T19:51:52Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Graffiti */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File:PaintingIcon.png|left|150px]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“Painting is a science, and should be pursued as an inquiry into the laws of nature. Why, then, may not a landscape be considered as a branch of natural philosophy, of which pictures are but experiments?”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;John Constable, Royal Institution lecture, 1836&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;Painting governs the creation and application of anything involving paint. Beyond crafting standalone works of art, painting can be used to bring color to walls, and nearly any surface capable of holding a coat of paint. In a world drained of color, this is no small thing. Painters provide warmth to the soul, and a well-placed splash of color has been known to lift the spirit and restore a measure of sanity to those who take the time to notice it.&lt;br /&gt;
&lt;br /&gt;
Painters can also produce pigment in bulk, a resource relied upon by several other crafts, but the primary draw here is the art itself. We have future plans to expand what this skill can do, but for now, Painting is, at its core, an aesthetic skill built for roleplay.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Getting Started&amp;lt;/font&amp;gt;=&lt;br /&gt;
To begin, you will need to acquire some [[Painting Supplies]]. These can be crafted from either [[Engineering]] or [[Survival Crafting]], or perhaps purchased from the [[Public Market]].&lt;br /&gt;
&lt;br /&gt;
Progression from there is simple. Painters can raise their skill by producing pigment, which other crafts rely on, especially [[Printing]], using several methods to mash plants and other natural resources down into usable color. Additionally, you can begin working on paintings right from the start, needing nothing more than some cloth and wood to get going.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Creating a Painting&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;[[File:CustomPainting.gif| right]]To begin, craft a canvas in Small, Medium, or Large size from the crafting menu, with availability determined by your Painting skill. This produces a blank canvas. Double-click the canvas to automatically open the [[Quality Crafting]] menu, where you can name the painting and add a description for flavor and roleplay purposes.&lt;br /&gt;
&lt;br /&gt;
Within the menu, use the arrows beneath the picture graphic on the left side to cycle through available subjects to paint. The options available to you are determined by your canvas size, your Painting skill, and additional modifiers such as background, other skills, or Sanity-related themes.&lt;br /&gt;
&lt;br /&gt;
Like other Quality Crafting projects, the painting tracks progress on a bar alongside a list of required materials. Filling the bar upgrades the piece to its next quality tier, and this process takes time and follows standard Quality Crafting rules for skill gain.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re happy with the painting&#039;s appearance and quality level, click Complete Project to create the final item. You can change the painting&#039;s orientation using command &#039;[Flip&#039; to help it conform to mounting on a wall, and the color of its frame can be customized afterward using wood stains.&lt;br /&gt;
&lt;br /&gt;
Viewing a painting grants a once-per-day [[Sanity]] restoration, which can be triggered on [look or Context-Click. The restoration scales with the painting&#039;s crafted quality. This is not a meaningful bonus, nor is it meant to be a resource players hunt down or optimize around, just a modest, pleasant reason to stop and appreciate someone else&#039;s craft.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Paint Cans &amp;amp; Their Uses&amp;lt;/font&amp;gt;=&lt;br /&gt;
&amp;lt;br&amp;gt;At 40% Skill, a Painter can craft a Paint Can, which can be filled with Paint to use both for interior decorating and more... avant-garde artistry!&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Prepping the Paint&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To begin, you&#039;ll need Paint, and a Paint Can, both crafted from your [[Painting Supplies]]. To fill the Paint Can, just double click on it, then choose the paint, which will fill it with uses. &lt;br /&gt;
This basic step will provide you the primer, but to choose a color other than white, use a dye tub on the Paint Can to pick a different color. Once you&#039;re happy with the color, double-click on the Paint Can and it will open the menu to begin.&lt;br /&gt;
[[File:Paint_ChooseColor_Step2.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Painting Rentals&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
To use this feature, you must be the Owner or Co-Owner of a rental property. Using it outside of such a space will be treated as Graffiti. To begin, stand in front of the drab wall you&#039;d like to spruce up and double-click a readied Paint Can to open the menu. Be mindful of the direction you need it to face, then select your preferred graphic. When you hit Apply, you&#039;ll be prompted to select the wall.&lt;br /&gt;
&lt;br /&gt;
While anyone can apply rudimentary paint jobs to walls within their [[Rental Property|Rental Properties]], skilled Painters are capable of far more intricate designs.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Graffiti&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Anyone can throw up Graffiti, and it actually raises the [[Skullduggery|skulduggery]], but Painters have access to more design options, and when paired with [[Skullduggery|skulduggery]] can allow for more graffiti sites to be up at once. &lt;br /&gt;
&lt;br /&gt;
Characters with [[Forensics]] can gleam clues from the graffiti to determine who may have made it. &lt;br /&gt;
&lt;br /&gt;
To remove Graffiti, just use water on the graffiti to clear it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2681</id>
		<title>Surviving Communities</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2681"/>
		<updated>2026-09-19T15:43:09Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Surviving Communities&amp;lt;/font&amp;gt; are small groups of men, women, and children who persist in the frozen world, working to build a fragile sense of life and livelihood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;While they may be used in story-driven conflicts or narrative events, they are not factions with any grand ambitions, and are not intended to be antagonists or direct sources of conflict with players.&amp;lt;/font&amp;gt; Their main role is to exist in the background of the world, maintaining vital infrastructure or guarding access to resources that would otherwise be inaccessible due to extreme danger, distance, or scarcity. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444; padding:10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #CECECE;&amp;quot;&amp;gt;&#039;&#039;&#039;These communities are intended to remain neutral and cannot be taken over, conquered, or drawn into PvP disputes.&#039;&#039;&#039; Their purpose is to ensure that essential services, supplies, and travel routes remain available even when player numbers are low, and thus  cannot be seized or controlled by players, as removing it would undermine the stability of the world.&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;⚠️ While it is not our intention to create conflict around these communities, deliberate antagonism will be met with a reasonable in-character response.⚠️&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Coal Miners=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Coal Miners&amp;lt;/font&amp;gt; are a primarily British community located inland.&amp;lt;/font&amp;gt; They are made up of men, women, and children who work the coal mine on site. Families labor together both underground in the shafts and above ground to provide the coal that keep the lights on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The work is constant, dangerous, and exhausting, leaving little time for anything else.&amp;lt;/font&amp;gt; The miners do not have the manpower or energy to expand beyond maintaining their livelihood, and their focus is entirely on keeping the coal flowing.&lt;br /&gt;
&lt;br /&gt;
=The Harbor=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Porte Dernière&amp;lt;/font&amp;gt; is a harbor settlement that serves as home to two closely bound communities, the Whalers and the Railmen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Whalers&amp;lt;/font&amp;gt; are a Creole people made up of freedmen from New Orleans who arrived in recent years. Upon their arrival, they encountered the Railmen, and the two groups formed an alliance out of necessity, some shared language, offering protection in exchange for resources. Over time, this arrangement became permanent, with many French soldiers from the Railmen settling down with Whaler&#039;s and starting families.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Railmen&amp;lt;/font&amp;gt; began as French soldiers stationed to protect the engineers who maintained a trainyard. As the world ended and orders and communication from elsewhere faded, they became their own group. Their focus shifted to keeping the train operational, the tracks clear of snow, and conducting routine patrols of the routes. These patrols serve many purposes, such as searching for new communities to work with, locating old world technology or supply caches, and scouting potential dangers.&lt;br /&gt;
&lt;br /&gt;
Together, the Whalers and Railmen sustain Porte Dernière. The Whalers brave the treacherous ocean to provide pemmican, oil, and baleen, while the Railmen see that these goods reach the coal miners inland. In return, coal makes its way back to the harbor, keeping both communities alive and driving one of the main engines of the surviving human ecosystem.&lt;br /&gt;
&lt;br /&gt;
=Nomads=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland.&amp;lt;/font&amp;gt;  Some follow the migration of game, while others travel vast distances to trade goods between scattered settlements.&lt;br /&gt;
&lt;br /&gt;
Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering provisions and rare wares from their travels. Maintaining safe houses and waystations in the wasteland encourages these groups to visit more often, as they rely on secure shelter between long stretches of wilderness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2680</id>
		<title>Surviving Communities</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2680"/>
		<updated>2026-09-19T15:42:54Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Surviving Communities&amp;lt;/font&amp;gt; are small groups of men, women, and children who persist in the frozen world, working to build a fragile sense of life and livelihood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;While they may be used in story-driven conflicts or narrative events, they are not factions with any grand ambitions, and are not intended to be antagonists or direct sources of conflict with players.&amp;lt;/font&amp;gt; Their main role is to exist in the background of the world, maintaining vital infrastructure or guarding access to resources that would otherwise be inaccessible due to extreme danger, distance, or scarcity. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444; padding:10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #CECECE;&amp;quot;&amp;gt;These communities are intended to remain neutral and cannot be taken over, conquered, or drawn into PvP disputes. Their purpose is to ensure that essential services, supplies, and travel routes remain available even when player numbers are low, and thus  cannot be seized or controlled by players, as removing it would undermine the stability of the world.&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;⚠️ While it is not our intention to create conflict around these communities, deliberate antagonism will be met with a reasonable in-character response.⚠️&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Coal Miners=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Coal Miners&amp;lt;/font&amp;gt; are a primarily British community located inland.&amp;lt;/font&amp;gt; They are made up of men, women, and children who work the coal mine on site. Families labor together both underground in the shafts and above ground to provide the coal that keep the lights on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The work is constant, dangerous, and exhausting, leaving little time for anything else.&amp;lt;/font&amp;gt; The miners do not have the manpower or energy to expand beyond maintaining their livelihood, and their focus is entirely on keeping the coal flowing.&lt;br /&gt;
&lt;br /&gt;
=The Harbor=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Porte Dernière&amp;lt;/font&amp;gt; is a harbor settlement that serves as home to two closely bound communities, the Whalers and the Railmen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Whalers&amp;lt;/font&amp;gt; are a Creole people made up of freedmen from New Orleans who arrived in recent years. Upon their arrival, they encountered the Railmen, and the two groups formed an alliance out of necessity, some shared language, offering protection in exchange for resources. Over time, this arrangement became permanent, with many French soldiers from the Railmen settling down with Whaler&#039;s and starting families.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Railmen&amp;lt;/font&amp;gt; began as French soldiers stationed to protect the engineers who maintained a trainyard. As the world ended and orders and communication from elsewhere faded, they became their own group. Their focus shifted to keeping the train operational, the tracks clear of snow, and conducting routine patrols of the routes. These patrols serve many purposes, such as searching for new communities to work with, locating old world technology or supply caches, and scouting potential dangers.&lt;br /&gt;
&lt;br /&gt;
Together, the Whalers and Railmen sustain Porte Dernière. The Whalers brave the treacherous ocean to provide pemmican, oil, and baleen, while the Railmen see that these goods reach the coal miners inland. In return, coal makes its way back to the harbor, keeping both communities alive and driving one of the main engines of the surviving human ecosystem.&lt;br /&gt;
&lt;br /&gt;
=Nomads=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland.&amp;lt;/font&amp;gt;  Some follow the migration of game, while others travel vast distances to trade goods between scattered settlements.&lt;br /&gt;
&lt;br /&gt;
Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering provisions and rare wares from their travels. Maintaining safe houses and waystations in the wasteland encourages these groups to visit more often, as they rely on secure shelter between long stretches of wilderness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2679</id>
		<title>Surviving Communities</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2679"/>
		<updated>2026-09-19T15:42:43Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Surviving Communities&amp;lt;/font&amp;gt; are small groups of men, women, and children who persist in the frozen world, working to build a fragile sense of life and livelihood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;While they may be used in story-driven conflicts or narrative events, they are not factions with any grand ambitions, and are not intended to be antagonists or direct sources of conflict with players.&amp;lt;/font&amp;gt; Their main role is to exist in the background of the world, maintaining vital infrastructure or guarding access to resources that would otherwise be inaccessible due to extreme danger, distance, or scarcity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;These communities are intended to remain neutral and cannot be taken over, conquered, or drawn into PvP disputes.&amp;lt;/font&amp;gt; Their purpose is to ensure that essential services, supplies, and travel routes remain available even when player numbers are low, and thus  cannot be seized or controlled by players, as removing it would undermine the stability of the world. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444; padding:10px;&amp;quot; &lt;br /&gt;
|&lt;br /&gt;
&amp;lt;p style=&amp;quot;color: #CECECE;&amp;quot;&amp;gt;These communities are intended to remain neutral and cannot be taken over, conquered, or drawn into PvP disputes. Their purpose is to ensure that essential services, supplies, and travel routes remain available even when player numbers are low, and thus  cannot be seized or controlled by players, as removing it would undermine the stability of the world.&amp;lt;/p&amp;gt;&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;⚠️ While it is not our intention to create conflict around these communities, deliberate antagonism will be met with a reasonable in-character response.⚠️&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Coal Miners=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Coal Miners&amp;lt;/font&amp;gt; are a primarily British community located inland.&amp;lt;/font&amp;gt; They are made up of men, women, and children who work the coal mine on site. Families labor together both underground in the shafts and above ground to provide the coal that keep the lights on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The work is constant, dangerous, and exhausting, leaving little time for anything else.&amp;lt;/font&amp;gt; The miners do not have the manpower or energy to expand beyond maintaining their livelihood, and their focus is entirely on keeping the coal flowing.&lt;br /&gt;
&lt;br /&gt;
=The Harbor=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Porte Dernière&amp;lt;/font&amp;gt; is a harbor settlement that serves as home to two closely bound communities, the Whalers and the Railmen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Whalers&amp;lt;/font&amp;gt; are a Creole people made up of freedmen from New Orleans who arrived in recent years. Upon their arrival, they encountered the Railmen, and the two groups formed an alliance out of necessity, some shared language, offering protection in exchange for resources. Over time, this arrangement became permanent, with many French soldiers from the Railmen settling down with Whaler&#039;s and starting families.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Railmen&amp;lt;/font&amp;gt; began as French soldiers stationed to protect the engineers who maintained a trainyard. As the world ended and orders and communication from elsewhere faded, they became their own group. Their focus shifted to keeping the train operational, the tracks clear of snow, and conducting routine patrols of the routes. These patrols serve many purposes, such as searching for new communities to work with, locating old world technology or supply caches, and scouting potential dangers.&lt;br /&gt;
&lt;br /&gt;
Together, the Whalers and Railmen sustain Porte Dernière. The Whalers brave the treacherous ocean to provide pemmican, oil, and baleen, while the Railmen see that these goods reach the coal miners inland. In return, coal makes its way back to the harbor, keeping both communities alive and driving one of the main engines of the surviving human ecosystem.&lt;br /&gt;
&lt;br /&gt;
=Nomads=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland.&amp;lt;/font&amp;gt;  Some follow the migration of game, while others travel vast distances to trade goods between scattered settlements.&lt;br /&gt;
&lt;br /&gt;
Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering provisions and rare wares from their travels. Maintaining safe houses and waystations in the wasteland encourages these groups to visit more often, as they rely on secure shelter between long stretches of wilderness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2678</id>
		<title>Surviving Communities</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2678"/>
		<updated>2026-09-19T15:40:49Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Surviving Communities&amp;lt;/font&amp;gt; are small groups of men, women, and children who persist in the frozen world, working to build a fragile sense of life and livelihood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;While they may be used in story-driven conflicts or narrative events, they are not factions with any grand ambitions, and are not intended to be antagonists or direct sources of conflict with players.&amp;lt;/font&amp;gt; Their main role is to exist in the background of the world, maintaining vital infrastructure or guarding access to resources that would otherwise be inaccessible due to extreme danger, distance, or scarcity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;These communities are intended to remain neutral and cannot be taken over, conquered, or drawn into PvP disputes.&amp;lt;/font&amp;gt; Their purpose is to ensure that essential services, supplies, and travel routes remain available even when player numbers are low, and thus  cannot be seized or controlled by players, as removing it would undermine the stability of the world. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444; padding:10px;&amp;quot; &lt;br /&gt;
|&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;⚠️ While it is not our intention to create conflict around these communities, deliberate antagonism will be met with a reasonable in-character response.⚠️&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Coal Miners=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Coal Miners&amp;lt;/font&amp;gt; are a primarily British community located inland.&amp;lt;/font&amp;gt; They are made up of men, women, and children who work the coal mine on site. Families labor together both underground in the shafts and above ground to provide the coal that keep the lights on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The work is constant, dangerous, and exhausting, leaving little time for anything else.&amp;lt;/font&amp;gt; The miners do not have the manpower or energy to expand beyond maintaining their livelihood, and their focus is entirely on keeping the coal flowing.&lt;br /&gt;
&lt;br /&gt;
=The Harbor=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Porte Dernière&amp;lt;/font&amp;gt; is a harbor settlement that serves as home to two closely bound communities, the Whalers and the Railmen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Whalers&amp;lt;/font&amp;gt; are a Creole people made up of freedmen from New Orleans who arrived in recent years. Upon their arrival, they encountered the Railmen, and the two groups formed an alliance out of necessity, some shared language, offering protection in exchange for resources. Over time, this arrangement became permanent, with many French soldiers from the Railmen settling down with Whaler&#039;s and starting families.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Railmen&amp;lt;/font&amp;gt; began as French soldiers stationed to protect the engineers who maintained a trainyard. As the world ended and orders and communication from elsewhere faded, they became their own group. Their focus shifted to keeping the train operational, the tracks clear of snow, and conducting routine patrols of the routes. These patrols serve many purposes, such as searching for new communities to work with, locating old world technology or supply caches, and scouting potential dangers.&lt;br /&gt;
&lt;br /&gt;
Together, the Whalers and Railmen sustain Porte Dernière. The Whalers brave the treacherous ocean to provide pemmican, oil, and baleen, while the Railmen see that these goods reach the coal miners inland. In return, coal makes its way back to the harbor, keeping both communities alive and driving one of the main engines of the surviving human ecosystem.&lt;br /&gt;
&lt;br /&gt;
=Nomads=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland.&amp;lt;/font&amp;gt;  Some follow the migration of game, while others travel vast distances to trade goods between scattered settlements.&lt;br /&gt;
&lt;br /&gt;
Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering provisions and rare wares from their travels. Maintaining safe houses and waystations in the wasteland encourages these groups to visit more often, as they rely on secure shelter between long stretches of wilderness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2677</id>
		<title>Surviving Communities</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2677"/>
		<updated>2026-09-19T15:40:42Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Surviving Communities&amp;lt;/font&amp;gt; are small groups of men, women, and children who persist in the frozen world, working to build a fragile sense of life and livelihood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;While they may be used in story-driven conflicts or narrative events, they are not factions with any grand ambitions, and are not intended to be antagonists or direct sources of conflict with players.&amp;lt;/font&amp;gt; Their main role is to exist in the background of the world, maintaining vital infrastructure or guarding access to resources that would otherwise be inaccessible due to extreme danger, distance, or scarcity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;These communities are intended to remain neutral and cannot be taken over, conquered, or drawn into PvP disputes.&amp;lt;/font&amp;gt; Their purpose is to ensure that essential services, supplies, and travel routes remain available even when player numbers are low, and thus  cannot be seized or controlled by players, as removing it would undermine the stability of the world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444; padding:10px;&amp;quot; &lt;br /&gt;
|&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;⚠️ While it is not our intention to create conflict around these communities, deliberate antagonism will be met with a reasonable in-character response.⚠️&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Coal Miners=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Coal Miners&amp;lt;/font&amp;gt; are a primarily British community located inland.&amp;lt;/font&amp;gt; They are made up of men, women, and children who work the coal mine on site. Families labor together both underground in the shafts and above ground to provide the coal that keep the lights on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The work is constant, dangerous, and exhausting, leaving little time for anything else.&amp;lt;/font&amp;gt; The miners do not have the manpower or energy to expand beyond maintaining their livelihood, and their focus is entirely on keeping the coal flowing.&lt;br /&gt;
&lt;br /&gt;
=The Harbor=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Porte Dernière&amp;lt;/font&amp;gt; is a harbor settlement that serves as home to two closely bound communities, the Whalers and the Railmen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Whalers&amp;lt;/font&amp;gt; are a Creole people made up of freedmen from New Orleans who arrived in recent years. Upon their arrival, they encountered the Railmen, and the two groups formed an alliance out of necessity, some shared language, offering protection in exchange for resources. Over time, this arrangement became permanent, with many French soldiers from the Railmen settling down with Whaler&#039;s and starting families.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Railmen&amp;lt;/font&amp;gt; began as French soldiers stationed to protect the engineers who maintained a trainyard. As the world ended and orders and communication from elsewhere faded, they became their own group. Their focus shifted to keeping the train operational, the tracks clear of snow, and conducting routine patrols of the routes. These patrols serve many purposes, such as searching for new communities to work with, locating old world technology or supply caches, and scouting potential dangers.&lt;br /&gt;
&lt;br /&gt;
Together, the Whalers and Railmen sustain Porte Dernière. The Whalers brave the treacherous ocean to provide pemmican, oil, and baleen, while the Railmen see that these goods reach the coal miners inland. In return, coal makes its way back to the harbor, keeping both communities alive and driving one of the main engines of the surviving human ecosystem.&lt;br /&gt;
&lt;br /&gt;
=Nomads=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland.&amp;lt;/font&amp;gt;  Some follow the migration of game, while others travel vast distances to trade goods between scattered settlements.&lt;br /&gt;
&lt;br /&gt;
Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering provisions and rare wares from their travels. Maintaining safe houses and waystations in the wasteland encourages these groups to visit more often, as they rely on secure shelter between long stretches of wilderness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2676</id>
		<title>Surviving Communities</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2676"/>
		<updated>2026-09-19T15:40:30Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Surviving Communities&amp;lt;/font&amp;gt; are small groups of men, women, and children who persist in the frozen world, working to build a fragile sense of life and livelihood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;While they may be used in story-driven conflicts or narrative events, they are not factions with any grand ambitions, and are not intended to be antagonists or direct sources of conflict with players.&amp;lt;/font&amp;gt; Their main role is to exist in the background of the world, maintaining vital infrastructure or guarding access to resources that would otherwise be inaccessible due to extreme danger, distance, or scarcity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;These communities are intended to remain neutral and cannot be taken over, conquered, or drawn into PvP disputes.&amp;lt;/font&amp;gt; Their purpose is to ensure that essential services, supplies, and travel routes remain available even when player numbers are low, and thus  cannot be seized or controlled by players, as removing it would undermine the stability of the world. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444; padding:10px;&amp;quot; &lt;br /&gt;
|&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;⚠️ While it is not our intention to create conflict around these communities, but deliberate antagonism will be met with a reasonable in-character response.⚠️&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Coal Miners=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Coal Miners&amp;lt;/font&amp;gt; are a primarily British community located inland.&amp;lt;/font&amp;gt; They are made up of men, women, and children who work the coal mine on site. Families labor together both underground in the shafts and above ground to provide the coal that keep the lights on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The work is constant, dangerous, and exhausting, leaving little time for anything else.&amp;lt;/font&amp;gt; The miners do not have the manpower or energy to expand beyond maintaining their livelihood, and their focus is entirely on keeping the coal flowing.&lt;br /&gt;
&lt;br /&gt;
=The Harbor=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Porte Dernière&amp;lt;/font&amp;gt; is a harbor settlement that serves as home to two closely bound communities, the Whalers and the Railmen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Whalers&amp;lt;/font&amp;gt; are a Creole people made up of freedmen from New Orleans who arrived in recent years. Upon their arrival, they encountered the Railmen, and the two groups formed an alliance out of necessity, some shared language, offering protection in exchange for resources. Over time, this arrangement became permanent, with many French soldiers from the Railmen settling down with Whaler&#039;s and starting families.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Railmen&amp;lt;/font&amp;gt; began as French soldiers stationed to protect the engineers who maintained a trainyard. As the world ended and orders and communication from elsewhere faded, they became their own group. Their focus shifted to keeping the train operational, the tracks clear of snow, and conducting routine patrols of the routes. These patrols serve many purposes, such as searching for new communities to work with, locating old world technology or supply caches, and scouting potential dangers.&lt;br /&gt;
&lt;br /&gt;
Together, the Whalers and Railmen sustain Porte Dernière. The Whalers brave the treacherous ocean to provide pemmican, oil, and baleen, while the Railmen see that these goods reach the coal miners inland. In return, coal makes its way back to the harbor, keeping both communities alive and driving one of the main engines of the surviving human ecosystem.&lt;br /&gt;
&lt;br /&gt;
=Nomads=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland.&amp;lt;/font&amp;gt;  Some follow the migration of game, while others travel vast distances to trade goods between scattered settlements.&lt;br /&gt;
&lt;br /&gt;
Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering provisions and rare wares from their travels. Maintaining safe houses and waystations in the wasteland encourages these groups to visit more often, as they rely on secure shelter between long stretches of wilderness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2675</id>
		<title>Surviving Communities</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Surviving_Communities&amp;diff=2675"/>
		<updated>2026-09-19T15:38:58Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Surviving Communities&amp;lt;/font&amp;gt; are small groups of men, women, and children who persist in the frozen world, working to build a fragile sense of life and livelihood.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;While they may be used in story-driven conflicts or narrative events, they are not factions with any grand ambitions, and are not intended to be antagonists or direct sources of conflict with players.&amp;lt;/font&amp;gt; Their main role is to exist in the background of the world, maintaining vital infrastructure or guarding access to resources that would otherwise be inaccessible due to extreme danger, distance, or scarcity. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;These communities are intended to remain neutral and cannot be taken over, conquered, or drawn into PvP disputes.&amp;lt;/font&amp;gt; Their purpose is to ensure that essential services, supplies, and travel routes remain available even when player numbers are low, and thus  cannot be seized or controlled by players, as removing it would undermine the stability of the world. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444; padding:10px;&amp;quot; &lt;br /&gt;
|&amp;lt;p style=&amp;quot;color: #FF0000;&amp;quot;&amp;gt;⚠️ While it is not our intention to create conflict around these communities, but deliberate antagonism will be met with a reasonable in-character response.⚠️&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=The Coal Miners=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Coal Miners&amp;lt;/font&amp;gt; are a primarily British community located inland.&amp;lt;/font&amp;gt; They are made up of men, women, and children who work the coal mine on site. Families labor together both underground in the shafts and above ground to provide the coal that keep the lights on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The work is constant, dangerous, and exhausting, leaving little time for anything else.&amp;lt;/font&amp;gt; The miners do not have the manpower or energy to expand beyond maintaining their livelihood, and their focus is entirely on keeping the coal flowing.&lt;br /&gt;
&lt;br /&gt;
=The Harbor=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Porte Dernière&amp;lt;/font&amp;gt; is a harbor settlement that serves as home to two closely bound communities, the Whalers and the Railmen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Whalers&amp;lt;/font&amp;gt; are a Creole people made up of freedmen from New Orleans who arrived in recent years. Upon their arrival, they encountered the Railmen, and the two groups formed an alliance out of necessity, some shared language, offering protection in exchange for resources. Over time, this arrangement became permanent, with many French soldiers from the Railmen settling down with Whaler&#039;s and starting families.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;The Railmen&amp;lt;/font&amp;gt; began as French soldiers stationed to protect the engineers who maintained a trainyard. As the world ended and orders and communication from elsewhere faded, they became their own group. Their focus shifted to keeping the train operational, the tracks clear of snow, and conducting routine patrols of the routes. These patrols serve many purposes, such as searching for new communities to work with, locating old world technology or supply caches, and scouting potential dangers.&lt;br /&gt;
&lt;br /&gt;
Together, the Whalers and Railmen sustain Porte Dernière. The Whalers brave the treacherous ocean to provide pemmican, oil, and baleen, while the Railmen see that these goods reach the coal miners inland. In return, coal makes its way back to the harbor, keeping both communities alive and driving one of the main engines of the surviving human ecosystem.&lt;br /&gt;
&lt;br /&gt;
=Nomads=&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Nomads is a broad term for the many hunter gatherer bands, pastoralist clans, wandering traders, and other itinerant groups that roam the frozen wasteland.&amp;lt;/font&amp;gt;  Some follow the migration of game, while others travel vast distances to trade goods between scattered settlements.&lt;br /&gt;
&lt;br /&gt;
Nomads rarely linger in one place for long. They appear at outposts only when ready to establish a temporary trading post, offering provisions and rare wares from their travels. Maintaining safe houses and waystations in the wasteland encourages these groups to visit more often, as they rely on secure shelter between long stretches of wilderness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Civics_System&amp;diff=2674</id>
		<title>Civics System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Civics_System&amp;diff=2674"/>
		<updated>2026-09-19T15:38:45Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Citizenship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Civic System is one of Icebound&#039;s ways of making the world persistent and reactive, shaped by anyone willing to act, whether to enrich themselves, uplift the collective, or disenfranchise their rivals.&lt;br /&gt;
&lt;br /&gt;
After a time, a newcomer can register with the city as a Citizen, and organize themselves, or join others, in voting for laws and civic measures that shape the world both temporarily and permanently on the Civic Ballot, and in turn the city responds by growing easier or harder to live in based on how its people choose to shape their society.&lt;br /&gt;
&lt;br /&gt;
Even if a character isn&#039;t interested in these macro level decisions, their work still matters, contributing to or drawing from the City Stockpiles through their jobs, or turning in hard earned salvage from the wasteland for [[Scrip]].&lt;br /&gt;
&lt;br /&gt;
=Citizenship=&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
&lt;br /&gt;
Organizations are referring to the[[Player Factions &amp;amp; Turf Wars | Faction System]].&lt;br /&gt;
&lt;br /&gt;
=Civic Ballot=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Active Laws=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resource Manifest=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The City Stockpiles consist of global resources gained by building and maintaining city Districts, or select Outposts beyond the city walls, and through trade with [[Surviving Communities]] as opportunities arise.&lt;br /&gt;
&lt;br /&gt;
Individually, players can collect them by way of Gathering [[Job System|Jobs]]. These resources can be spent on temporary measures (World Buffs) or invested into [[Construction Sites]] to build and upgrade the city itself, so that the choices made on the Ballot and the labor spent in the field together decide whether the city grows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Civics_System&amp;diff=2673</id>
		<title>Civics System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Civics_System&amp;diff=2673"/>
		<updated>2026-09-19T15:38:20Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Organization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Civic System is one of Icebound&#039;s ways of making the world persistent and reactive, shaped by anyone willing to act, whether to enrich themselves, uplift the collective, or disenfranchise their rivals.&lt;br /&gt;
&lt;br /&gt;
After a time, a newcomer can register with the city as a Citizen, and organize themselves, or join others, in voting for laws and civic measures that shape the world both temporarily and permanently on the Civic Ballot, and in turn the city responds by growing easier or harder to live in based on how its people choose to shape their society.&lt;br /&gt;
&lt;br /&gt;
Even if a character isn&#039;t interested in these macro level decisions, their work still matters, contributing to or drawing from the City Stockpiles through their jobs, or turning in hard earned salvage from the wasteland for [[Scrip]].&lt;br /&gt;
&lt;br /&gt;
=Citizenship=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
&lt;br /&gt;
Organizations are referring to the[[Player Factions &amp;amp; Turf Wars | Faction System]].&lt;br /&gt;
&lt;br /&gt;
=Civic Ballot=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Active Laws=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resource Manifest=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The City Stockpiles consist of global resources gained by building and maintaining city Districts, or select Outposts beyond the city walls, and through trade with [[Surviving Communities]] as opportunities arise.&lt;br /&gt;
&lt;br /&gt;
Individually, players can collect them by way of Gathering [[Job System|Jobs]]. These resources can be spent on temporary measures (World Buffs) or invested into [[Construction Sites]] to build and upgrade the city itself, so that the choices made on the Ballot and the labor spent in the field together decide whether the city grows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Civics_System&amp;diff=2672</id>
		<title>Civics System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Civics_System&amp;diff=2672"/>
		<updated>2026-09-19T15:34:56Z</updated>

		<summary type="html">&lt;p&gt;Archin: Created page with &amp;quot;The Civic System is one of Icebound&amp;#039;s ways of making the world persistent and reactive, shaped by anyone willing to act, whether to enrich themselves, uplift the collective, or disenfranchise their rivals.  After a time, a newcomer can register with the city as a Citizen, and organize themselves, or join others, in voting for laws and civic measures that shape the world both temporarily and permanently on the Civic Ballot, and in turn the city responds by growing easier...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Civic System is one of Icebound&#039;s ways of making the world persistent and reactive, shaped by anyone willing to act, whether to enrich themselves, uplift the collective, or disenfranchise their rivals.&lt;br /&gt;
&lt;br /&gt;
After a time, a newcomer can register with the city as a Citizen, and organize themselves, or join others, in voting for laws and civic measures that shape the world both temporarily and permanently on the Civic Ballot, and in turn the city responds by growing easier or harder to live in based on how its people choose to shape their society.&lt;br /&gt;
&lt;br /&gt;
Even if a character isn&#039;t interested in these macro level decisions, their work still matters, contributing to or drawing from the City Stockpiles through their jobs, or turning in hard earned salvage from the wasteland for [[Scrip]].&lt;br /&gt;
&lt;br /&gt;
=Citizenship=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Organization=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Civic Ballot=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Active Laws=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resource Manifest=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The City Stockpiles consist of global resources gained by building and maintaining city Districts, or select Outposts beyond the city walls, and through trade with [[Surviving Communities]] as opportunities arise.&lt;br /&gt;
&lt;br /&gt;
Individually, players can collect them by way of Gathering [[Job System|Jobs]]. These resources can be spent on temporary measures (World Buffs) or invested into [[Construction Sites]] to build and upgrade the city itself, so that the choices made on the Ballot and the labor spent in the field together decide whether the city grows&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------------------------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Survival&amp;diff=2671</id>
		<title>Survival</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Survival&amp;diff=2671"/>
		<updated>2026-09-18T17:44:16Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Pathfinding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:150px; padding:10px;&amp;quot; | [[File: Survival.png | left]]&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
“Survival of the fittest, which I have here sought to express in mechanical terms, is that which Mr. Darwin has called &#039;natural selection.&#039;”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;– &amp;lt;i&amp;gt;Herbert Spencer, Principles of Biology, 1864&amp;lt;/i&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over years of living in an eternal winter, you&#039;ve learned to make do with whatever you can find on hand.&lt;br /&gt;
&lt;br /&gt;
At low levels, Survival is a catch-all for resourcing needs, letting you make cheap, makeshift gear necessary to get you started in your chosen profession and viable in combat. At higher levels, the skill lets you brave the wastelands and wilderness for longer stretches, providing ways to reduce the effects of [[temperature |cold]] and helping you find shortcuts for yourself and your friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Getting Started=&lt;br /&gt;
&lt;br /&gt;
All characters begin with 25% Survival from [[Character Creation]] unless otherwise not chosen in allocating skills in one&#039;s [[Advanced Application]], which isn&#039;t something we recommended to new players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Survival Crafting=&lt;br /&gt;
Even if you didn&#039;t start with the skill, anyone can begin training their survival by using [[Survival Crafting]]. You can access this by selecting the Craft button on your Topbar, or using the command [Craft.&lt;br /&gt;
&lt;br /&gt;
All crafted items from this way of crafting are low durability or uses by design, to ensure it never competes with a dedicated professions ability, however, when used with the [[Adaptation Traits|Survivalist]] trait, you can make things at normal quality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Pathfinding=&lt;br /&gt;
&lt;br /&gt;
To most people, a cliffside choked with rock and ice is a dead end. A skilled survivalist reads the terrain differently, spotting handholds, stable ledges, and hidden paths that others would walk right past, and can guide their party through. &lt;br /&gt;
&lt;br /&gt;
Expect the skill needed to spot a shortcut to depend on how dangerous the surrounding region is. You can use your minimap to check the [[Region Safety]] at any time during play. Think of it as if further out you travel, the less an area has been worn down by other people, so the terrain stays rougher and any shortcuts through it are harder to find.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;#31C950&amp;quot;&amp;gt;Safe (Green) Zones&amp;lt;/font&amp;gt;: Survival 25%+&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Ungaurded (Yellow) Zones&amp;lt;/font&amp;gt;: Survival 50%+&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Lawless (Red) Zones&amp;lt;/font&amp;gt;: Survival 75%&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This isn&#039;t the main point of the skill, just something we&#039;ll try to consider when designing environments, This to reinforce the rolelpay that a survivalist has real mastery over the landscape. A survivalist could play a key role in your daily expeditions. It&#039;s not guaranteed to give you a huge advantage. Think of it more as a way to buy time crossing a deep ravine or shave a minute or two off an expedition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Back to [[Skills]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2666</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2666"/>
		<updated>2026-09-16T03:09:34Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Daily Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:JobNPCs.png|right]]Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay. &lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Daily Skill Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s no hard limit on how many jobs you can do in a day overall, everything runs on cooldowns rather than a daily cap. Construction is the exception: cooldowns there are tracked per skill job. So if you do a Woodworking Job at Site A, you wont be able to do the Woodworking Job at Site B until it the Site A job timer resets. &lt;br /&gt;
&lt;br /&gt;
Be strategic about this. Construction Jobs are paced to complete over longer stretches, working on any site in reach won&#039;t get any one project done faster, it&#039;ll just spread the same total progress thinner and slow everything down.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1%, if you have any, from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2665</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2665"/>
		<updated>2026-09-16T03:09:27Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Daily Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:JobNPCs.png|right]]Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay. &lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Skill Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s no hard limit on how many jobs you can do in a day overall, everything runs on cooldowns rather than a daily cap. Construction is the exception: cooldowns there are tracked per skill job. So if you do a Woodworking Job at Site A, you wont be able to do the Woodworking Job at Site B until it the Site A job timer resets. &lt;br /&gt;
&lt;br /&gt;
Be strategic about this. Construction Jobs are paced to complete over longer stretches, working on any site in reach won&#039;t get any one project done faster, it&#039;ll just spread the same total progress thinner and slow everything down.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1%, if you have any, from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Scrip&amp;diff=2664</id>
		<title>Scrip</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Scrip&amp;diff=2664"/>
		<updated>2026-09-15T02:41:51Z</updated>

		<summary type="html">&lt;p&gt;Archin: Created page with &amp;quot;Scrip is Icebound&amp;#039;s primary currency. It controls access to city services, including but not limited to  Renting Property, trading on the Public Market, and upgrading your warehouse storage.  What&amp;#039;s worth noting is that Scrip comes from the city itself, rather than looted off downed combatants in the wasteland. It&amp;#039;s earned through performing  Jobs, and through trade with other players on the Public Market.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scrip is Icebound&#039;s primary currency. It controls access to city services, including but not limited to [[Rental Property| Renting Property]], trading on the [[Public Market]], and upgrading your warehouse storage.&lt;br /&gt;
&lt;br /&gt;
What&#039;s worth noting is that Scrip comes from the city itself, rather than looted off downed combatants in the wasteland. It&#039;s earned through performing [[Job System| Jobs]], and through trade with other players on the [[Public Market]].&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=File:JobCooldowns.PNG&amp;diff=2663</id>
		<title>File:JobCooldowns.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=File:JobCooldowns.PNG&amp;diff=2663"/>
		<updated>2026-09-14T21:45:10Z</updated>

		<summary type="html">&lt;p&gt;Archin: Archin uploaded a new version of File:JobCooldowns.PNG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2662</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2662"/>
		<updated>2026-09-14T21:44:41Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:JobNPCs.png|right]]Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay. &lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s no hard limit on how many jobs you can do in a day overall, everything runs on cooldowns rather than a daily cap. Construction is the exception: cooldowns there are tracked per skill job. So if you do a Woodworking Job at Site A, you wont be able to do the Woodworking Job at Site B until it the Site A job timer resets. &lt;br /&gt;
&lt;br /&gt;
Be strategic about this. Construction Jobs are paced to complete over longer stretches, working on any site in reach won&#039;t get any one project done faster, it&#039;ll just spread the same total progress thinner and slow everything down.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1%, if you have any, from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2661</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2661"/>
		<updated>2026-09-14T21:39:59Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:JobNPCs.png|right]]Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay. &lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s no hard limit on how many jobs you can do in a day overall, everything runs on cooldowns rather than a daily cap. Construction is the exception: cooldowns there are tracked per skill job. So if you do a Woodworking Job at Site A, you wont be able to do the Woodworking Job at Site B until it the Site A job timer resets. &lt;br /&gt;
&lt;br /&gt;
Be strategic about this. Construction Jobs are paced to complete over longer stretches, working on any site in reach won&#039;t get any one project done faster, it&#039;ll just spread the same total progress thinner and slow everything down.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1%, if you have any, from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2660</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2660"/>
		<updated>2026-09-14T21:39:51Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay. [[File:JobNPCs.png|right]]&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s no hard limit on how many jobs you can do in a day overall, everything runs on cooldowns rather than a daily cap. Construction is the exception: cooldowns there are tracked per skill job. So if you do a Woodworking Job at Site A, you wont be able to do the Woodworking Job at Site B until it the Site A job timer resets. &lt;br /&gt;
&lt;br /&gt;
Be strategic about this. Construction Jobs are paced to complete over longer stretches, working on any site in reach won&#039;t get any one project done faster, it&#039;ll just spread the same total progress thinner and slow everything down.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1%, if you have any, from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2659</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2659"/>
		<updated>2026-09-14T21:39:43Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:JobNPCs.png|right]]&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s no hard limit on how many jobs you can do in a day overall, everything runs on cooldowns rather than a daily cap. Construction is the exception: cooldowns there are tracked per skill job. So if you do a Woodworking Job at Site A, you wont be able to do the Woodworking Job at Site B until it the Site A job timer resets. &lt;br /&gt;
&lt;br /&gt;
Be strategic about this. Construction Jobs are paced to complete over longer stretches, working on any site in reach won&#039;t get any one project done faster, it&#039;ll just spread the same total progress thinner and slow everything down.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1%, if you have any, from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=File:JobNPCs.png&amp;diff=2658</id>
		<title>File:JobNPCs.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=File:JobNPCs.png&amp;diff=2658"/>
		<updated>2026-09-14T21:39:34Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2657</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2657"/>
		<updated>2026-09-14T21:38:56Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. [[File:JobNPCs.png|right]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s no hard limit on how many jobs you can do in a day overall, everything runs on cooldowns rather than a daily cap. Construction is the exception: cooldowns there are tracked per skill job. So if you do a Woodworking Job at Site A, you wont be able to do the Woodworking Job at Site B until it the Site A job timer resets. &lt;br /&gt;
&lt;br /&gt;
Be strategic about this. Construction Jobs are paced to complete over longer stretches, working on any site in reach won&#039;t get any one project done faster, it&#039;ll just spread the same total progress thinner and slow everything down.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1%, if you have any, from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2656</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2656"/>
		<updated>2026-09-14T21:38:48Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. [File:JobNPCs.png|right]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s no hard limit on how many jobs you can do in a day overall, everything runs on cooldowns rather than a daily cap. Construction is the exception: cooldowns there are tracked per skill job. So if you do a Woodworking Job at Site A, you wont be able to do the Woodworking Job at Site B until it the Site A job timer resets. &lt;br /&gt;
&lt;br /&gt;
Be strategic about this. Construction Jobs are paced to complete over longer stretches, working on any site in reach won&#039;t get any one project done faster, it&#039;ll just spread the same total progress thinner and slow everything down.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1%, if you have any, from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2655</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2655"/>
		<updated>2026-09-14T17:25:42Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Daily Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s no hard limit on how many jobs you can do in a day overall, everything runs on cooldowns rather than a daily cap. Construction is the exception: cooldowns there are tracked per skill job. So if you do a Woodworking Job at Site A, you wont be able to do the Woodworking Job at Site B until it the Site A job timer resets. &lt;br /&gt;
&lt;br /&gt;
Be strategic about this. Construction Jobs are paced to complete over longer stretches, working on any site in reach won&#039;t get any one project done faster, it&#039;ll just spread the same total progress thinner and slow everything down.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1%, if you have any, from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2654</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2654"/>
		<updated>2026-09-14T16:56:58Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Stealing from Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1%, if you have any, from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2653</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2653"/>
		<updated>2026-09-14T16:51:23Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Stealing from Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif|center]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2652</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2652"/>
		<updated>2026-09-14T16:48:30Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Daily Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies which reward skill offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2651</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2651"/>
		<updated>2026-09-14T16:48:14Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Daily Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies generally offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2650</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2650"/>
		<updated>2026-09-14T16:47:40Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, while others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2649</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2649"/>
		<updated>2026-09-14T16:47:24Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Daily Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Dailies offer Accelerated Gains, which  taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2648</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2648"/>
		<updated>2026-09-14T16:46:56Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Shift Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Accelerated Gains taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2647</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2647"/>
		<updated>2026-09-14T16:46:36Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Daily Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:100%; margin:auto; background:#152423; color:#ccc; border:1px solid #444;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Accelerated Gains taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2646</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2646"/>
		<updated>2026-09-14T16:43:52Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accelerated Gains taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2645</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2645"/>
		<updated>2026-09-14T16:43:44Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Daily Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers Gathering Jobs and [[Construction Sites|Construction]] jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accelerated Gains taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2644</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2644"/>
		<updated>2026-09-14T16:43:03Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers gathering jobs and construction jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accelerated Gains taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2643</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2643"/>
		<updated>2026-09-14T16:42:54Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Shift Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers gathering jobs and construction jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accelerated Gains taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2642</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2642"/>
		<updated>2026-09-14T16:42:43Z</updated>

		<summary type="html">&lt;p&gt;Archin: /* Shift Jobs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers gathering jobs and construction jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accelerated Gains taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG|center]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2641</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2641"/>
		<updated>2026-09-14T16:41:00Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers gathering jobs and construction jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accelerated Gains taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
[[File:JobCooldowns.PNG]]&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=File:JobCooldowns.PNG&amp;diff=2640</id>
		<title>File:JobCooldowns.PNG</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=File:JobCooldowns.PNG&amp;diff=2640"/>
		<updated>2026-09-14T16:40:51Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2639</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2639"/>
		<updated>2026-09-14T15:56:27Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers gathering jobs and construction jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accelerated Gains taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
	<entry>
		<id>https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2638</id>
		<title>Job System</title>
		<link rel="alternate" type="text/html" href="https://wiki.uoicebound.com/index.php?title=Job_System&amp;diff=2638"/>
		<updated>2026-09-14T15:49:16Z</updated>

		<summary type="html">&lt;p&gt;Archin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Jobs are our setting-flavored take on conventional &#039;quests&#039;. They are designed to let you play your character as they are from day one, providing a way to earn supplies, gain skill, and engage the world while opening up opportunities for emergent roleplay.&lt;br /&gt;
&lt;br /&gt;
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. &lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Daily Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
Daily Jobs exist to pace skills for the sake of game balance, particularly ones that could otherwise be raised through active play without any crafting involved (Forensics, Prestidigitation, and similar). Expect these to be on a timer between 8 and 18 hours, cost little to no fatigue, and have rewards varying from a chance of a guaranteed skill or stat gains, resources, or Scrip.&lt;br /&gt;
&lt;br /&gt;
This class also covers gathering jobs and construction jobs. And as city development progresses, this class will also cover unskilled labor jobs (cleaning, deliveries) meant for new players or characters without a trade, giving them a way to earn and contribute outside of dedicated skill labor that the Shift Jobs cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accelerated Gains taper as skill climbs:&#039;&#039;&#039; below 25 skill, a completed job grants 5 points a day; from 25 to 49, that drops to 2 a day; at 50 and above, it slows to 1 a day. At these rates, a character doing nothing but their daily Construction Jobs reaches 100 skill in roughly 68 days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Shift Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs [[Fatigue System| Fatigue]] and runs on a shorter cooldown, able to do many in a play session depending on how you manage your [[Fatigue System| Fatigue]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill gains are slower here than Daily Job Skill gains&#039;&#039;&#039;, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill. For example, if you had a 50% chance to successfully make a platemail cuirass, doing the metalworking job ten times gives you that same 50% chance, ten separate times, same as if you had crafted ten cuirasses.&lt;br /&gt;
&lt;br /&gt;
Since it&#039;s a chance, you can run a full shift and walk away with no skill gains to show for it. Shift Work just lets you grind without having to spend resources, and without the risk of dying and without wearing down your gear. The guarantee reward comes as resources relevant to the skill, useful for crafting, or as &amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;[[Scrip]]&amp;lt;/font&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Scrip is the &#039;&#039;&#039;reason&#039;&#039;&#039; you&#039;ll want this job. It&#039;s our paper currency: do a service for the city, get compensated with the one thing that proves you did. Scrip only enters the game through jobs or bartering with other players. It will cover your [[Rental Property| Rent]], allow purchasing on the [[Public Market]], and pay for other quality of life services in the game, and Shift Work is the only reliable source of steady income, giving skilled labor the purchasing power for what combat and gathering expeditions haul back into town.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;font color=&amp;quot;#DAA520&amp;quot;&amp;gt;Stealing from Jobs&amp;lt;/font&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
While on a job, when applicable, opportunities may arise where your character has the chance to squirrel away some extra materials for themselves, risking getting caught, of course.&lt;br /&gt;
&lt;br /&gt;
You can find the option to turn this chance on in your Codex under Attributes, accessible via your Topbar button or with command [Codex. New characters start with this function default set to not allowed, to change this, simply check off the box next to the option:&lt;br /&gt;
&lt;br /&gt;
[[File:Codex_Stealing.gif]]&lt;br /&gt;
&lt;br /&gt;
Stealing is attempted on every eligible interaction until success or discovery. The attempt  will run as a normal skill check against your [[Skullduggery|Skulduggery]], somewhere in the 0% to 50% range, but either [[Prestidigitation]] or [[Skullduggery|Skulduggery]] at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.&lt;br /&gt;
&lt;br /&gt;
Should you get caught, the NPC will call you out when returning to them for your compensation, and you will forgo the jobs reward, but still pay fatigue and receive normal skill gains. The lockout penalty applies only to that exact job for twice its normal cooldown or 18 hours, whichever is longer.&lt;br /&gt;
&lt;br /&gt;
Getting caught will also lower your [[Eloquence]] Skill by 1% if you have any from the scandal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------&lt;br /&gt;
&lt;br /&gt;
Return to [[Main Page]]&lt;/div&gt;</summary>
		<author><name>Archin</name></author>
	</entry>
</feed>