From EncyclopAtys
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.
Contents
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:
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
The products 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. How many of them you create depends on the recipe you use, better recipes give a higher yield, which gives more items. The following table shows how many items are produced for each possible yield.
Yield | 30% 33% 37% | 40% 43% 47% | 50% 53% 57% | 60% 63% 67% | 70% 73% 77% | 80% 83% 87% | 90% 93% 97% | 100% |
Products created (basic) | 3 | 6 | 6 | 9 | 9 | 12 | 15 | 18 |
Products created (improved) | 4 | 8 | 8 | 12 | 12 | 16 | 20 | 24 |
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.
Butcher
Butchers produce meat, which increases your metabolism and thus your life regeneration for 10 seconds.
However it also gives a penalty to your strength during those 10 seconds, thus leaving you drained of your stamina.
Grade | Name | Metabolism | = Life Regen | Strength* | Use time | Re-use time |
Basic 1 | Leg of Yubo (Q10) | +400 | +160 (+320 sitting) | -100 | 1 second | 20 seconds |
Basic 2 / Improved 1 | Bodoc Steak (Q20) | +900 | +360 (+720 sitting) | -500 | 2 seconds | 70 seconds |
Basic 3 / Improved 2 | Giblet of Arma (Q30) | +1500 | +600 (+1200 sitting) | -1000 | 4 seconds | 120 seconds |
(*) Since the maximum strength is 260, any but the lowest quality meat will simply reduce your strength to 1 and drain all the stamina you get from your strength. Stamina bonuses from equipment remain.
Florist
Florists produce bouquets, which increase your wisdom and thus your sap regeneration for 10 seconds.
Grade | Name | Wisdom | = Sap Regen | Use time | Re-use time |
Basic 1 | Basic Bouquet (Q10) | +100 | +40 (+80 sitting) | 1 second | 20 seconds |
Basic 2 / Improved 1 | Mystia Bouquet (Q20) | +300 | +120 (+240 sitting) | 2 seconds | 70 seconds |
Basic 3 / Improved 2 | Fallenor Bouquet (Q30) | +600 | +240 (+480 sitting) | 4 seconds | 120 seconds |
Basic 4 / Improved 3 | Folially Bouquet (Q40) | +1000 | +400 (+800 sitting) | 8 seconds | |
Basic 5 / Improved 4 | Floris Bouquet (Q50) | +1500 | +600 (+1200 sitting) | 12 seconds | |
Basic 6 / Improved 5 | Nexus Bouquet (Q60) | +2100 | +840 (+1680 sitting) | 14 seconds | 270 seconds |
Improved 6 | Canopy Bouquet (Q70) | +2800 | +1120 (+2240 sitting) | 16 seconds | 320 seconds |
Larvester
Larvesters produce larva, which increase your will and thus your focus regeneration for 10 seconds.
Grade | Name | Will | = Focus Regen | Use time | Re-use time |
Basic 1 | Dried Larva (Q10) | +400 | +160 (+320 sitting) | 1 second | 20 seconds |
Basic 2 / Improved 1 | Small Larva (Q20) | +900 | +360 (+720 sitting) | 2 seconds | 70 seconds |
Basic 3 / Improved 2 | Tonic Larva (Q30) | +1500 | +600 (+1200 sitting) | 4 seconds | 120 seconds |
Basic 4 / Improved 3 | |||||
Basic 5 / Improved 4 | |||||
Basic 6 / Improved 5 | Power Larva (Q60) | +3900 | +1560 (+3120 sitting) | 14 seconds | |
Improved 6 | Extraordinary Larva (Q70) | +4900 | +1960 (+3920 sitting) | 16 seconds |
Magnetic Cartographer
Magnetic Cartographers produce maps of magnetism, which activate an aura that increases the life and stamina regeneration of you and your nearby teammates for 10 seconds.
Maps of magnetism can be rather confusing as they have 3 different cooldowns:
- The cooldown until you can use an occupation item again, listed in the table as Re-use time.
- The cooldown until you can use an aura again (including your protection auras), listed as Auras down.
- The cooldown until your teammates can be effected by a regeneration aura again, listed as Team.
Grade | Name | Life Regen | Stamina Regen | Use time | Re-use time | Auras down | Team |
Basic 1 | Map of Minor Magnetism (Q10) | +100 | +200 | 1 second | 20 seconds | 20 seconds | 60 seconds |
Basic 2 / Improved 1 | Map of Primary Magnetism (Q20) | +200 | +400 | 2 seconds | 50 seconds | 70 seconds | 70 seconds |
Basic 3 / Improved 2 | Map of Secondary Magnetism (Q30) | +350 | +700 | 4 seconds | 100 seconds | 120 seconds | 80 seconds |
Basic 4 / Improved 3 | Map of Tertiary Magnetism (Q40) | +500 | +1000 | 8 seconds | 200 seconds | 170 seconds | 90 seconds |
Basic 5 / Improved 4 | |||||||
Basic 6 / Improved 5 | Map of Absolute Magnetism (Q60) | +800 | +1600 | 14 seconds | 270 seconds | 110 seconds | |
Improved 6 | Map of Absolute Magnetism (Q70) | +950 | +1900 | 16 seconds | 10 minutes | 320 seconds | 120 seconds |
Medic
Medics produce medic kits, which increase your metabolism and thus your life regeneration for 10 seconds.
However it also gives a penalty to your intelligence during those 10 seconds, thus leaving you drained of your sap.
Grade | Name | Metabolism | = Life Regen | Intelligence* | Use time | Re-use time |
Basic 1 | Small First-Aid Kit (Q10) | +600 | +240 (+480 sitting) | -100 | 1 second | 20 seconds |
Basic 2 / Improved 1 | First-Aid Kit (Q20) | +1300 | +520 (+1040 sitting) | -500 | 2 seconds | 70 seconds |
Basic 3 / Improved 2 | Prevention Kit (Q30) | +2100 | +840 (+1680 sitting) | -1000 | 4 seconds | 120 seconds |
Basic 4 / Improved 3 | Advanced Care Kit (Q40) | +3000 | +1200 (+2400 sitting) | -1500 | 8 seconds | 170 seconds |
Basic 5 / Improved 4 | Survival Kit (Q50) | +4000 | +1600 (+3200 sitting) | -2000 | 12 seconds | 220 seconds |
Basic 6 / Improved 5 | Fast Regeneration Kit (Q60) | +5100 | +2040 (+4080 sitting) | -2500 | 14 seconds | 270 seconds |
Improved 6 | Kit of Supreme Healing (Q70) | +6300 | +2520 (+5040 sitting) | -3000 | 16 seconds | 320 seconds |
(*) Since the maximum intelligence is 260, any but the lowest quality medic kit will simply reduce your intelligence to 1 and drain all the sap you get from your intelligence. Sap bonuses from rites or equipment remain.
Scrollmaker
Scrollmakers produce writing necessities, which increase your success chance in crafting for a while.
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 |
Basic 3 / Improved 2 | Simple Writing Necessities (Q30) | +6% | 10 minutes and 40 seconds | 4 seconds | |
Basic 4 / Improved 3 | Handwriting Necessities (Q40) | +8% | 5 minutes and 20 seconds | 8 seconds | |
Basic 5 / Improved 4 | Fine Writing Necessities (Q50) | +10% | 4 minutes | 12 seconds | |
Basic 6 / Improved 5 | Masterful Writing Necessities (Q60) | +12% | 2 minutes | 14 seconds | 270 seconds |
Improved 6 | Artful Writing Necessities (Q70) | +14% | 1 minute | 16 seconds | 320 seconds |
Toolmaker
Toolmakers produce tools, which increase your balance and thus your stamina regeneration for 10 seconds.
Grade | Name | Balance | = Stamina Regen | Use time | Re-use time |
Basic 1 | Basic Tool (Q10) | +100 | +40 (+80 sitting) | 1 second | 20 seconds |
Basic 2 / Improved 1 | Practice Tool (Q20) | +300 | +120 (+240 sitting) | 2 seconds | 70 seconds |
Basic 3 / Improved 2 | Clever Tool (Q30) | +600 | +240 (+480 sitting) | 4 seconds | 120 seconds |
Basic 4 / Improved 3 | Productive Tool (Q30) | +1000 | +400 (+800 sitting) | 8 seconds | |
Basic 5 / Improved 4 | Outstanding Tool (Q50) | +1500 | +600 (+1200 sitting) | 12 seconds | |
Basic 6 / Improved 5 | Revolutionary Tool (Q60) | +2100 | +840 (+1680 sitting) | 14 seconds | 270 seconds |
Water-Carrier
Water-Carriers produce flasks of water, which activate an aura that increases the life and sap regeneration of you and your nearby teammates for 10 seconds.
Flasks of water can be rather confusing as they have 3 different cooldowns:
- The cooldown until you can use an occupation item again, listed in the table as Re-use time.
- The cooldown until you can use an aura again (including your protection auras), listed as Auras down.
- The cooldown until your teammates can be effected by a regeneration aura again, listed as Team.
Grade | Name | Life Regen | Sap Regen | Use time | Re-use time | Auras down | Team |
Basic 1 | Small Flask of Drab Water (Q10) | +100 | +200 | 1 second | 20 seconds | 20 seconds | 60 seconds |
Basic 2 / Improved 1 | Small Flask of Water (Q20) | +200 | +400 | 2 seconds | 50 seconds | 70 seconds | 70 seconds |
Basic 3 / Improved 2 | Small Flask of Refreshing Water (Q30) | +350 | +700 | 4 seconds | 100 seconds | 120 seconds | 80 seconds |
Basic 4 / Improved 3 | |||||||
Basic 5 / Improved 4 | |||||||
Basic 6 / Improved 5 | Small Flask of Healing Water (Q60) | +800 | +1600 | 14 seconds | 270 seconds | 110 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
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.
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 Enhancers
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 (Florist)
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 (Magnetic Cartographer)
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 (Water-Carrier)
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 (Toolmaker)
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.