Job System: Difference between revisions
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Jobs are our setting-flavored take on conventional daily | Jobs are our setting-flavored take on conventional daily quests. 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. | ||
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. | Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone. | ||
Revision as of 15:40, 13 September 2026
Jobs are our setting-flavored take on conventional daily quests. 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.
Jobs are picked up from NPCs across the map. Some are tied to specific skills, others are open to anyone.
Daily Jobs
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). This class also covers gathering jobs, which pay Scrip, grant some skill, and count toward the Civics System Stockpile for the community. 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 skills. Expect these to be on a timer between 8 and 18 hours, with rewards varying from a chance of skillgain to a Scrip.
Construction Jobs
Construction Jobs are a variant of Daily Job, Each character gets seven of these per day, they cost no fatigue, and skill gain is accelerated across the full 0 to 100 range. They reset on an 18-hour timer.
Accelerated Gains (Construction Jobs) taper as skill climbs: below 25 skill, a completed Construction 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.
Staff will try their best, but not every skill will have a job available at a given construction site, and which sites get built is up to the community. Sites that are tailored to a skill (I.E. building a hospital and Medicine as a trade) will always require a segment of work dedicated to the skill.
Shift Jobs
Shift Work is the deeper end of the jobs system, meant for characters actively practicing a trade. It costs fatigue and runs on a shorter cooldown than Construction Jobs.
Skill gains are slower here than in Construction Jobs, since a shift is really just a stand-in for crafting or using your skill the normal way, weighed against your current skill in line with conventional Ultima Online skill gains. 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.
Since it's a chance, you can run a full shift and walk away with nothing 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. Pay comes as resources relevant to the skill, useful for crafting, or as Scrip.
Scrip is the reason you'll want this job. It'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 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.
Stealing from Jobs
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