Occupation Products

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de:Berufsprodukte
en:Occupation Products
 
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Reference text ( Maintained text, used as reference ) :
Notes: (Leda, 2024-03-07)

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 can earn dappers whenever you complete a task from the component gathering mission: The "To New Horizons" transporters may accept the basic occupation products to help the service maintenance. The amount of money you get depends on your fame regarding te transporter's nation; additionally, they may also reward your gift with nation points and extra fame. Have a look to the To New Horizons transporters' page for more details.

Note: you can practice your occupations at all levels below your actual level. For example, an homin with a level 3 occupation can practice level 1, level 2 and level 3 occupation every day.

Products

The products are the main reason for doing occupations. Every occupation has its 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.
Comparison with Potions:
[To be improved] . Potions can be won at the Wheel of fortune or during some events such as Atysmas, Refugees’ Days, Anlor Wiinn... There are many kinds of them. Some have an effect which can be compared to occupation products other to the flowers’ ones...

Butcher

Leg of Yubo

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
Basic 4 / Improved 3 Fillet of Arma (Q40) +2200 +880 (+1760 sitting) -1500 8 seconds 170 seconds
Basic 5 / Improved 4 Sirloin of Madakam (Q50) +3000 +1200 (+2400 sitting) -2000 12 seconds 220 seconds
Basic 6 / Improved 5 Shalah Ribs (Q60) +3900 +1560 (+3120 sitting) -2500 14 seconds 270 seconds
Improved 6 Tongue of Ploderos (Q70) +4900 +1960 (+3920 sitting) -3000 16 seconds 320 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

Basic Bouquet

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 170 seconds
Basic 5 / Improved 4 Floris Bouquet (Q50) +1500 +600 (+1200 sitting) 12 seconds 220 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

Dried Larva

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 Stimulating Larva (Q40) +2200 +880 (+1760 sitting) 8 seconds 170 seconds
Basic 5 / Improved 4 Energizing Larva (Q50) +3000 +1200 (+2400 sitting) 12 seconds 220 seconds
Basic 6 / Improved 5 Power Larva (Q60) +3900 +1560 (+3120 sitting) 14 seconds 270 seconds
Improved 6 Extraordinary Larva (Q70) +4900 +1960 (+3920 sitting) 16 seconds 320 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 for 10 seconds.

Maps of magnetism can be rather confusing as they have 3 different cooldowns:

  1. The cooldown until you can use an occupation item again, listed in the table as Re-use time.
  2. The cooldown until you can use an aura again (including your protection auras), listed as Auras down.
  3. 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 Map of Medium Magnetism (Q50) +650 +1300 12 seconds 300 seconds 220 seconds 100 seconds
Basic 6 / Improved 5 Map of Absolute Magnetism (Q60) +800 +1600 14 seconds 400 seconds 270 seconds 110 seconds
Improved 6 Map of Extraordinary Magnetism (Q70) +950 +1900 16 seconds 600 seconds 320 seconds 120 seconds

Medic

Small First-Aid Kit

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

Basic Writing Necessities

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) +1% 26 minutes and 40 seconds 1 second 20 seconds
Basic 2 / Improved 1 Modest Writing Necessities (Q20) +2% 20 minutes 2 seconds 70 seconds
Basic 3 / Improved 2 Simple Writing Necessities (Q30) +3% 10 minutes and 40 seconds 4 seconds 120 seconds
Basic 4 / Improved 3 Handwriting Necessities (Q40) +4% 5 minutes and 20 seconds 8 seconds 270 seconds
Basic 5 / Improved 4 Fine Writing Necessities (Q50) +5% 4 minutes 12 seconds  ???
Basic 6 / Improved 5 Masterful Writing Necessities (Q60) +6% 2 minutes 14 seconds 270 seconds
Improved 6 Artful Writing Necessities (Q70) +7% 1 minute 16 seconds 320 seconds

Toolmaker

Basic Tool

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 (Q40) +1000 +400 (+800 sitting) 8 seconds 170 seconds
Basic 5 / Improved 4 Outstanding Tool (Q50) +1500 +600 (+1200 sitting) 12 seconds 220 seconds
Basic 6 / Improved 5 Revolutionary Tool (Q60) +2100 +840 (+1680 sitting) 14 seconds 270 seconds
Improved 6 Fantastic Tool (Q70) +2800 +1120 (+2240 sitting) 16 seconds 320 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 for 10 seconds.

Flasks of water can be rather confusing as they have 3 different cooldowns:

  1. The cooldown until you can use an occupation item again, listed in the table as Re-use time.
  2. The cooldown until you can use an aura again (including your protection auras), listed as Auras down.
  3. 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 Dread 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  ??? (Q40) +500 +1000 8 seconds 200 seconds 170 seconds 90 seconds
Basic 5 / Improved 4 Small Flask of Refreshing Water (Q50) +650 +1300 12 seconds 300 seconds 220 seconds 100 seconds
Basic 6 / Improved 5 Small Flask of Purifying Water (Q60) +800 +1600 14 seconds 400 seconds 270 seconds 110 seconds
Improved 6 Small Flask of Holy Water (Q70) +950 +1900 16 seconds 600 seconds 320 seconds 120 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 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

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

Amber of Protection

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

Stimulating Water

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

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.

Careful: It does NOT increase yield past 100%. If you are already using the best recipe (for 18 products), do NOT choose to use the improved tool, due to a bug it will actually lower the final number of products.

Daily Missions

This tells you how many products you have to hand in to complete a Daily Mission (DMs):

Occupation Products as DM's