Job System: Difference between revisions

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[[Construction Sites| 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.
[[Construction Sites| 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.
===Skillgains===
 
'''Accelerated Gains 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.


==<font color="#DAA520">Gathering Jobs</font>==


Another variant of the Daily Job, which pay Scrip, grant some skill, and count toward the [[Civics System]] Stockpile for the community.


=<font color="#DAA520">Shift Jobs</font>=
=<font color="#DAA520">Shift Jobs</font>=

Revision as of 14:18, 14 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, 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.

Skillgains

Accelerated Gains 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.



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

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.

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:

Stealing is attempted on every eligible interaction until success or discovery. The attempt will run as a normal skill check against your Skulduggery, somewhere in the 0% to 50% range, but either Prestidigitation or Skulduggery at 50% Skill or higher automatically succeeds. If both are at 50% or higher, a success nets you two resources instead of one.

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.

Getting caught will also lower your Eloquence Skill by 1% if you have any from the scandal.



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