Difference between revisions of "Occupation Products"

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====Comparison with flowers====
 
====Comparison with flowers====
 
Some outposts produce [[Outpost_Produce#Flowers|flowers]] that also aid regeneration. The difference between these flowers and the items created with occupations, is that the flowers give a very small bonus to regeneration that lasts for a full hour, while the occupation products give a huge bonus to regeneration that only lasts 10 seconds.
 
Some outposts produce [[Outpost_Produce#Flowers|flowers]] that also aid regeneration. The difference between these flowers and the items created with occupations, is that the flowers give a very small bonus to regeneration that lasts for a full hour, while the occupation products give a huge bonus to regeneration that only lasts 10 seconds.
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=Special Items=
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Every occupation has it's own special item, and practising an occupation allows you to get that occupation's special item once every 2 days from the occupation master.
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===Teleport Pacts===
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[[Image:Almati-kamipact.jpg|left|Kami Teleporter Pact for Almati Wood]]
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For the 4 harder occupations, the special item is a teleporter pact to [[Almati Wood]]. For [[Butcher]] and [[Medic]] this is a Kami pact, and for [[Larvester]] and [[Scrollmaker]] a Karavan pact, but this only affects which side of the Ranger camp you end up in.
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[[Image:Almati-karavanpact.jpg|left|Karavan Teleporter Pact for Almati Wood]]
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Note that the Ranger camp in Almati Wood has NPCs that can teleport you to any capital in which you have an occupation, so these pacts can also be used as a "teleport pact to any capital where you have an occupation".
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===Occupation Performance Items===
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For the 4 easier occupations, the special item is something that helps with occupations itself. Three of these items help with improving components, and the fourth one helps with actually practising your occupation.
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[[Image:Florist-special.jpg|left|Lucky Flower]]
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*'''Lucky Flower''' ([[Florist]])
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You can chose to use up a lucky flower when you start an upgrade action to increase your chances of succeeding in the upgrading.
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[[Image:Cartographer-special.jpg|left|Amber of Protection]]
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*'''Amber of Protection''' ([[Magnetic Cartographer]])
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You can chose to use up an amber of protection when you fail an upgrade action to prevent the loss of 2 basic components.
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[[Image:Watercarrier-special.jpg|left|Stimulating Water]]
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*'''Stimulating Water''' ([[Water-Carrier]])
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You can chose to use up a stimulating water when you succeed an upgrade action to get 4 upgraded components instead of 2.
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[[Image:Toolmaker-special.jpg|left|Improved Tool]]
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*'''Improved Tool''' ([[Toolmaker]])
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You can chose to use up an improved tool when you start practising your occupation (only with basic components) to give you +10% yield on that item creation.
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[[Category:Occupations]]
 
[[Category:Occupations]]

Revision as of 23:08, 9 July 2010

A player doing occupations can gain certain rewards from them. The most important rewards are special items that massively increase your regeneration for a short time but can only be used outside of combat. However, doing occupations also earns you small amounts of dapper, and can give you items that help with the occupations themselves as well as a special teleport pact.

Dapper

You will earn dapper whenever you complete a task from the component gathering mission. How much dapper you earn is the same for every occupation and depends on the grade you are in the occupation: At higher grades, you automatically get more difficult component gathering missions, which reward you with more dapper.

Listed below is the amount of dapper you get per task:

  • Grade 1: 1000 Dapper
  • Grade 2: 2000 Dapper
  • Grade 3: 3000 Dapper
  • Grade 4: 4000 Dapper
  • Grade 5: 5000 Dapper
  • Grade 6: 6000 Dapper

Note: The dapper is not the primary reason for doing component gathering missions; the primary reason is getting the components you need for the occupation. The dapper is more of a little extra bonus.

Products

These are the main reason for doing occupations. Every occupation has it's own unique products. Of the 8 occupations ingame, 7 of these produce items that enhance certain regenerations, and the last one produces items that increase your success chance in crafting.

For every grade you have in an occupation, you can create these products once every 20 hours, provided you have the required components. How good the products you create are depends on the grade, and how many of them you create depends on the recipe you use.

Butcher

Leg of Yubo

Butchers produce meat, which increases your metabolism and thus your life regeneration for a short time.

However it also gives a penalty to your strength for that time, thus leaving you drained of your stamina.

Grade Name Metabolism = Life Regen Strength = Max Stamina Duration Use time Re-use time
Basic 1 Leg of Yubo (Q10) +400 +160 (+320 sitting) -100 -1000 10 seconds 1 second 20 seconds

Florist

Basic Bouquet

Florists produce bouquets, which increase your wisdom and thus your sap regeneration for a short time.

Grade Name Wisdom = Sap Regen Duration Use time Re-use time
Basic 1 Basic Bouquet (Q10) +100 +40 (+80 sitting) 10 seconds 1 second 20 seconds
Basic 2 / Improved 1 Mystia Bouquet (Q20) +300 +120 (+240 sitting) 10 seconds 2 seconds 70 seconds
Basic 3 / Improved 2 Fallenor Bouquet (Q30) +600 +240 (+480 sitting) 10 seconds 4 seconds 120 seconds

Larvester

Dried Larva

Larvesters produce larva, which increase your will and thus your focus regeneration for a short time.

Grade Name Will = Focus Regen Duration Use time Re-use time
Basic 1 Dried Larva (Q10) +400 +160 (+320 sitting) 10 seconds 1 second 20 seconds
Basic 2 / Improved 1
Basic 3 / Improved 2 Tonic Larva (Q30) +1500 +600 (+1200 sitting) 10 seconds 4 seconds 120 seconds


Magnetic Cartographer

Map of Minor Magnetism

Magnetic Cartographers produce maps of magnetism, which activate an aura that increases the life and stamina regeneration of you and your nearby teammates.

Grade Name Life Regen Stamina Regen Duration Use time Re-use time Aura down
Basic 1 Map of Minor Magnetism (Q10) +100 +200 10 seconds 1 second 20 seconds 20 seconds
Basic 2 / Improved 1 Map of Primary Magnetism (Q20) +200 +400 10 seconds 2 seconds 50 seconds 70 seconds
Basic 3 / Improved 2 Map of Secondary Magnetism (Q30) +350 +700 10 seconds 4 seconds 100 seconds 120 seconds

Medic

Small First-Aid Kit

Medics produce first-aid kits, which increases your metabolism and thus your life regeneration for a short time.

However it also gives a penalty to your intelligence for that time, thus leaving you drained of your sap.

Grade Name Metabolism = Life Regen Intelligence = Max Sap Duration Use time Re-use time
Basic 1 Small First-Aid Kit (Q10) +600 +240 (+480 sitting) -100 -1000 10 seconds 1 second 20 seconds
Basic 2 / Improved 1 First-Aid Kit (Q20) +1300 +520 (+1040 sitting) -500 -5000 10 seconds 2 seconds 70 seconds
Basic 3 / Improved 2 Prevention Kit (Q30) +2100 +840 (+1680 sitting) -1000 -10000 10 seconds 4 seconds 120 seconds

Scrollmaker

Basic Writing Necessities

Scrollmakers produce writing necessities, which increase your success chance in crafting for a long time.

Grade Name Succes Chance Duration Use time Re-use time
Basic 1 Basic Writing Necessities (Q10) +2% 26 minutes and 40 seconds 1 second 20 seconds
Basic 2 / Improved 1 Modest Writing Necessities (Q20) +4% 20 minutes 2 seconds 70 seconds

Toolmaker

Basic Tool

Toolmakers produce tools, which increase your balance and thus your stamina regeneration for a short time.

Grade Name Balance = Stamina Regen Duration Use time Re-use time
Basic 1 Basic Tool (Q10) +100 +40 (+80 sitting) 10 seconds 1 second 20 seconds
Basic 2 / Improved 1
Basic 3 / Improved 2 Clever Tool (Q30) +600 +240 (+480 sitting) 10 seconds 4 seconds 120 seconds

Water-Carrier

Small Flask of Drab Water

Water-Carriers produce flasks of water, which activate an aura that increases the life and sap regeneration of you and your nearby teammates.

Grade Name Life Regen Sap Regen Duration Use time Re-use time Aura down
Basic 1 Small Flask of Drab Water (Q10) +100 +200 10 seconds 1 second 20 seconds 20 seconds
Basic 2 / Improved 1 Small Flask of Water (Q20) +200 +400 10 seconds 2 seconds 50 seconds 70 seconds
Basic 3 / Improved 2 Small Flask of Refreshing Water (Q30) +350 +700 10 seconds 4 seconds 100 seconds 120 seconds

Notes

Re-use time

All items created with occupations have a re-use time. This re-use time is the time that must pass after using the item before you can use another occupation item, including items created by another occupation. Thus you cannot use items of different occupations together.

Also, higher grade occupation items give a better bonus, but also have a longer re-use time. So using the highest grade item is not always the best choice.

Comparison with flowers

Some outposts produce flowers that also aid regeneration. The difference between these flowers and the items created with occupations, is that the flowers give a very small bonus to regeneration that lasts for a full hour, while the occupation products give a huge bonus to regeneration that only lasts 10 seconds.

Special Items

Every occupation has it's own special item, and practising an occupation allows you to get that occupation's special item once every 2 days from the occupation master.

Teleport Pacts

Kami Teleporter Pact for Almati Wood

For the 4 harder occupations, the special item is a teleporter pact to Almati Wood. For Butcher and Medic this is a Kami pact, and for Larvester and Scrollmaker a Karavan pact, but this only affects which side of the Ranger camp you end up in.

Karavan Teleporter Pact for Almati Wood

Note that the Ranger camp in Almati Wood has NPCs that can teleport you to any capital in which you have an occupation, so these pacts can also be used as a "teleport pact to any capital where you have an occupation".

Occupation Performance Items

For the 4 easier occupations, the special item is something that helps with occupations itself. Three of these items help with improving components, and the fourth one helps with actually practising your occupation.

Lucky Flower

You can chose to use up a lucky flower when you start an upgrade action to increase your chances of succeeding in the upgrading.

Amber of Protection

You can chose to use up an amber of protection when you fail an upgrade action to prevent the loss of 2 basic components.

Stimulating Water

You can chose to use up a stimulating water when you succeed an upgrade action to get 4 upgraded components instead of 2.

Improved Tool

You can chose to use up an improved tool when you start practising your occupation (only with basic components) to give you +10% yield on that item creation.