Work Skills

In UAO, there are 10 non-combatant abilities, known as Work Skills. Everyone starts with all 10 of them unlocked, but at level 0, getting no benefits from it. Getting XP to it works much in the same way as described in Leveling Up and Progressing, although with absolutely no combat involved. In fact, Work Skills XP and Player Combat XP are direct opposites of one another, and since time is limited (there's only so much you can put into a single time-span of an hour), the more you focus on one, the less you gain from the other. If you dedicate yourself to working on the non-combatant, slice of life aspect of the game, you'll have less time left to dedicate for combat and so you'll gain less of the regular kind of XP in that time block... And the opposite is also true. Because of this, it is possible to gain both in the same time-block, but you'll see diminished returns on both kinds of XP, and thus, it would be wiser to focus on one at a time per time-block, the true frontline combatant players should focus on exactly that: fighting, while the true pacifists (or just those who are too scared to fight) should focus on the non-combatant aspects of the game... And those who stand in between the two sides, should strive for balance.

How to gain XP when at level 0, is described within each Work Skill listed below. Those same methods can be used to gain XP for it even while above level 0, but it'll have diminishing returns the higher the level. The maximum level of any Work Skill is 10, and it is possible to max out all 10 Work Skills to level 10.

**Note**: Whenever "XP" is mentioned in this page after this sentence, it is referring to the experience needed to improve in a Work Skill, not the EXP needed for a player to level up in terms of combat.

## Hunter

Hunters can hunt non-monstrous animals in order to gain meat off of them. These animals can be hunted within certain Safe-Zones, but also at the very edges of the Safe-Zones outside of the city gates, just close enough to the gates that monsters won't appear to attack, but still far enough from the city lines to actually see more animals. Of course, it is entirely possible to hunt animals far from the Safe-Zones, but for those who don't fight at all, they will be at risk of getting attacked by the monsters present in the area and thus it is safer and wiser to hunt only close (or within) Safe-Zones, unless they have combatant players to protect and escort them.

Hunted animals provide meat, which can be sold in the markets, or used as ingredients for Chefs to cook food with.

At level 0, animals will constantly escape any hunting attempt, but just trying to hunt them will be enough to gain Hunting XP. The next levels have the following benefits:

1. 25% chance of hunting small animals, like tiny rabbits.
2. 50% chance of // // //.
3. 75% chance of what's listed above.
4. Hunting small animals always succeeds.
5. 25% chance of succeeding while hunting larger animals. This wields twice the meat amount.
6. 50% chance of what's listed above.
7. 75% // // // //.
8. Hunting large animals always succeeds.
9. Tusked Boars along with the more basic kind of animal-mammal type monsters can now be hunted with a 25% chance of success, wielding five times the meat amount.
10. The above but at 50% chance of success. Additionally, Hunters can set traps for small animals.

## Farmer

The way of the farmer is a peaceful life with lots of hard work. Plow the fields, it takes a lot longer to wield results, even then it's in less quantity than what Hunters get, but just like with Hunting, what's gained through Farming can either be sold in the market for credits, or used as ingredients for Chefs to cook food with.

At level 0, the user can only attempt to farm community gardens, even then they tend to mess up the field more than anything else, and they never gain any rewards from it, aside from Farming XP. The next levels have the following benefits:

1. After 2 full timeblocks of farming, you can gather a small amount of produce.
2. After a full timeblock of farming, you can gather a small amount of produce.
3. You are given access to a small plot of unused land within a Safe-Zone, no longer bound to the overpopulated and poor conditions of community gardens.
4. After a full timeblock of farming in the special fields, gain a decent amount of produce.
5. Farming now only takes up half of the timeblock for the same outcome.
6. Gain access to special seeds as well as learning how to mix and match, creating all sorts of variety in your farming produce.
7. Be given your own private piece of land, but without a building permit, this empty land is only useful for farming... Perfect for you though, it's all yours and yours alone!
8. You can now farm several times per hour, the produce just grows that fast with your green thumb!
9. 50% chance to produce exotic fruit when mix-matching seeds, planting and growing them. Exotic fruit is more delicious than anything else a Farmer can produce, also more valuable.
10. Your farming attempts now always result in producing exotic fruit, along with large amounts of general produce.

## Fisher

Fisherman, Fisherwoman, Fisher. Call it what you may, these are the people who dedicate themselves to the art of fishing, at first having to try doing it with their bare-hands or use of their weapon if suitable... Very hard to pull off, which is why the fish always escape while you are at level 0. Careful not to go fishing in waters populated by monsters, they might take the bait and come attack or drag you to your death!

Just like with Hunting and Farming, caught fish can be sold in the market in exchange for credits, or used as ingredients for Chefs to cook food with.

Just trying to catch fish with your bare-hands or use of a suitable weapon is enough to gain XP at level 0. The next levels come with the following benefits:

1. You get better at catching fish with your bare-hands or suitable weapon, now having a 25% chance of actually succeeding. All the caught fish are small and damaged, being worth much less because of it.
2. Increase to 50% success chance.
3. You now gain a fishing spear (just magically appears before you in the very first time, after that you'll need to either carry it with you or store it in the satchel or pocket dimension), which can be used as a Basic Weapon in combat, but more importantly, is actually a good tool for fishing. Though the fish are still small and the chance is still 50/50, fish don't come out as badly damaged as before, being worth more, even of worth to Chefs now.
4. Spear fishing now has a 75% chance of success.
5. Just like the fishing spear, a fishing rod and an endless supply of bait (flies and worms) appears before you, the latter in the form of a small magical bucket that has the so called endless supply. With this, you can have a much more peaceful experience of fishing, just sitting in peace and quiet, enjoying the view while waiting for fish of any size to come take your bait, but at the very least, small fish will always come, with bigger ones being very rare.
6. Fishing is more successful, having a 50% chance of catching medium sized fish, and 25% chance of catching large fish.
7. Fishing chances increased, 75% for medium sized, 50% for large sized.
8. 100% chance for medium sized, 75% for large.
9. 50% chance of randomly fishing out a Deep Savers Soul Gem from the water, along with whatever fish caught there.
10. 25% chance of catching a shark. Sharks are considered a delicacy in most Floors of UAO, both valuable for selling as well as for a Chef to use for cooking.

## Chef

Chefs are those that utilize the ingredients gathered by Hunters, Farmers and Fishers, using them to cook. Meals prepared at level 0 will be inedible, both looking and smelling rather disgustingly and in fact, appearing as censored to players, actually censored! Still, at higher levels, food made by Chef players rather than NPCs can be better and more useful too, despite players not having a need for food in UAO.

Meals cooked by Chef players can be one of the following qualities:

* **Terrible**: The censored kind that also smells atrocious. It is not edible, players will lose HP if they eat it, and will also become affected with the Poison Status effect.
* **Bad**: Though edible at this point, it carries no benefits to eating it, and it is so bland that it comes with no flavor at all.
* **Decent**: At this stage, it tastes like decent food from Earth, and also restores 10% HP to those who eat this kind of food.
* **Good**: This quality of food is what is served by NPCs all throughout UAO restaurants, tasting rather delicious but also restoring 50% HP and 10 Stamina to those who eat it.
* **Perfect**: The highest possible quality that only the best can cook, surpassing anything that NPCs sell. On top of the previous benefits, it also adds HP regeneration of 10HP per turn, lasting 10 turns(posts).

Gaining XP requires actually cooking anything, no matter how bad it turns out, although because it uses ingredients for it, the XP gain tends to be faster than in other Work Skills. The next levels come with the following benefits:

1. Meals cooked now have a 50% chance of being Bad quality, consuming the same amount of ingredients (Small amount of produce, or 1 meat, or 1 small fish).
2. Cooked meals are always Bad quality.
3. The Chef can choose to use both 1 Meat + 1 Small Fish + Small amount of produce in order to cook a Decent quality meal.
4. Cooking Decent meals now costs one less ingredient.
5. By doubling the amount of ingredients used, the Chef has a 75% chance of either making 2 Decent meals, or 25% chance of one Good quality meal.
6. The odds of what's listed above are now 50/50.
7. Any prepared meal that uses twice the normal ingredients, always comes out as Good Quality.
8. Chefs can turn a single Nature's Spirit Soul Gem into a Decent meal, no other ingredients used.
9. By combining a Nature's Spirit Soul Gem with a single ingredient, Chefs can produce Good Quality meals.
10. The ability to create Perfect Quality meals, in one of two ways:
	1. Combine 3 exotic fruits, with 3 monster meats and 3 sharks.
	2. Combine 1 exotic fruit with 1 monster meat, 1 shark and 1 Nature's Spirit Soul Gem.

## Miner

Miners gather mineral resources from nature, to be used by Mechanics, Blacksmiths and Architects. Though mining can be done within some Safe-Zones, a lot more of it can be done outside, making it more lucrative in exchange for the added risk of being where monsters might be. Mining at level 0 can be done by bashing objects or even one's own weapon against a rock or mineral ore, repeatedly. At level 0, this never wields usable rewards, though that is enough to get XP. The next levels have the following benefits:

1. 50% chance of gaining 1 Copper ore from mining.
2. Mining now always drops 1 Copper ore.
3. Gain a pickax which can be used as a Basic Weapon, but more importantly, is ideal for mining and makes the whole process easier, smoother and faster too. Gaining any mineral ore that isn't Copper, is impossible without the use of a pickax.
4. Mining now has a 50% chance of giving 2 Copper ores, or 1 Steel ore.
5. Mining now has a 1/3 chance of giving 3 Copper ores, or 2 Steel ores, or 1 Bronze ore.
6. Mining now has a 1/4 chance of giving 4 Copper ores, or 3 Steel ores, or 2 Bronze ores, or 1 Silver ore.
7. Mining now has a 1/5 chance of giving 5 Copper ores, or 4 Steel ores, 3 Bronze ores, or 2 Silver ores, or 1 Gold ore.
8. Mining no longer gives Copper ores, unless the Miner specifically wants to get Copper and nothing but Copper, at which point they gain 6 Copper ores and nothing more. If not, the odds are as listed above but without Copper.
9. Mining no longer gives Steel ores unless the miner specifically wants to get Steel ores and nothing but Steel, at which point they gain 5 Steel ores and nothing more. If not, the odds are as listed above but without Steel.
10. The miner can now pick what they want to gain from each of their mining expeditions, from among the following pool: 6 Copper ores, 5 Steel ores, 4 Bronze ores, 3 Silver ores, 2 Gold ores.

## Mechanic

Mechanics are capable of fine-tuning, repairing and even building vehicles for players to rent or purchase and then ride on. Additionally, they can heal Cyberpunks by repairing their cyberware implants. At level 0, all Mechanics can do is repeatedly inspect either vehicles, machinery or Cyberpunks, making for limited ways of gaining XP, and also a very slow grind up (probably the slowest). In the next levels, the benefits are as follows:

1. Gain the ability to dismantle basic/simple machinery, which by itself isn't all that helpful aside from providing a somewhat better way of gaining XP.
2. Gain the ability to reassemble basic/simple machinery that has been dismantled, which again only helps in gaining XP in a faster way.
3. Gain the ability to fine-tune vehicles, which makes them ride somewhat faster and better, while also giving you more XP in the process.
4. Gain the ability to repair vehicles, in case they had taken damage while out on the road.
5. Gain the ability to repair Cyberpunks, healing them up completely, but the more damaged they were (the less HP they had), the longer it takes to complete the repairs.
6. Repairs done to Cyberpunks are now so well made that it also leaves them with a passive 5 HP regeneration per turn, for 5 turns (cannot be stacked).
7. Mechanics can now construct motorcycles by using 10 Silver ore and 10 Gold ore, along with one Metal Empire Soul Gem. Motorcycles can be ridden by up to 2 individuals at once and can traverse areas much faster than on foot, even faster than horses, also avoiding combat like the horses do... But motorcycles require roads to ride on. Motorcycles can be used/owned by the Mechanic, or rented out for players to use, or sold for players to own.
8. Mechanics can now construct four wheeled vehicles, such as cars. These vehicles have special wheels that can drive even off-road, and can have up to 5 people in them. They follow the same principles as motorcycles, but no longer bound to roads. They require 15 Bronze ores, 15 Silver ores, 15 Gold ores, and 5 Metal Empire Soul Gems to produce.
9. Mechanics can now build flying vehicles, such as helicopters and aircrafts (vehicles that look like cars but can fly, having floating and jet mechanisms). Flying vehicles can take up to 5 players in them and have AI piloting it, not needing any of the passengers to actually pilot it although they can still choose to manually pilot (the AI will prevent any crashes from occurring even if someone is manually piloting it). Building one costs 50 Copper Ore, 40 Steel Ore, 35 Bronze ore, 30 Silver ore, 25 Gold ore and 20 Metal Empire Soul Gems.
10. Vehicles built or repaired+tuned by level 10 Mechanics can no longer be damaged unless it's a direct hit from a Villain or World Boss.

## Animal Tamer

Animal Tamers are capable of providing Hunters with easier prey, but more importantly, can catch, tame and even breed animals and possibly even monsters, so that they can become rides to carry players around, much like vehicles... Except live ones. At level 0, all that can be done is observe animals from afar, gaining very low amounts of XP from it, although if the player also happens to own a Notebook of some sort, they can make a journal about their findings to help slightly increase the XP gain as they both observe and study animals from afar... Though it is still the slowest Work-Skill to gain XP into... Unless the player applies these principles into observing and studying monsters instead, something that puts them in danger but does increase the XP gain significantly. In the following levels, here are the benefits that come from it:

1. The user can now walk up to small animals (like tiny rabbits) and attempt to grab them, with a 50% chance of success. Animals caught this way can be offered up to Hunters and turn into meat.
2. Animal Tamers who have small animals in their possession, can now train these animals to be obedient little companions, absolutely useless in combat though.
3. Small animals can now be bred to increase their numbers.
4. The user can now attempt to grab and capture horses, which provide decent amount of meat for Hunters, or they can instead be bred for bigger numbers and trained as social companions.
5. Horses can now be trained as riding mounts to aid in player travel, much like what most Safe-Zones offer. This allows the Animal Tamer to rent or sell horses to others. Additionally, other large animals (non-monsters) can be caught, bred and tamed, just not trained to ride yet.
6. The Animal Tamer can turn any sort of land-animal into a riding mount, much like the horse.
7. Gain the ability to catch land based monsters, and by using a Nature's Spirit Soul Gem, have 50% chance of either it escaping, or becoming a riding mount, like the horses. These riding monster mounts will not aid in combat, ever. Additionally, regardless of the monster's original speed, it can move faster than any horse as a riding mount, and all monster mounts have the same riding speed regardless of species.
8. Gain the ability to breed the land based monsters by either having two of the same kind together, or having one and infusing it with 2 Soul Gems of its kind (specified in the monster section within Floors).
9. Gain the ability to catching, breeding, and training monsters that are capable of flight or swim, costing 3 Soul Gems (one Nature's Spirit and one of the monster's kind, as well as either a Wind Guardian's if it can fly or a Deep Savers if it can swim).
10. Gain the ability to catch and train most kinds of Mini-Bosses, turning them into pacified riding mounts. Doing so costs 1 Boss Soul Gem, on top of 2 Nature's Spirit Soul Gem, and 3 Soul Gems of whatever kind the monster is. Mini-Bosses cannot be bred. Additionally, all companions and riding mounts, whether animals or monsters or Mini-Bosses, have improved AI, not able to talk, but making for good friends for their masters.

## Carpenter

Carpenters are those who chop down wood into logs, and then either give that wood for Architects to make houses out of, or sell the wood logs in the market for some credits, or use the wood to produce furniture that can then go into houses. The maximum logs one Carpenter can gain in a single time-block is specified at each level of Carpenter, provided they focus solely on chopping wood. At level 0, players can attempt to chop down trees with any weapon they have, although it is so inefficient that it wields no results other than gaining XP for it. In the following levels, the benefits are:

1. Gain a lumber ax, which can be used as a Basic Weapon, but more importantly, can be used to chop down trees (they respawn just a couple of minutes later) in exchange for 2 wood logs. It takes a quarter of an hour to chop down a single tree. (8 logs per hour)
2. Double the amount of wood logs gained from chopping down trees. (16 logs per hour)
3. Double the speed at which trees are chopped down, allowing multiple trees to be chopped per hour. (32 logs per hour)
4. Carpenters can now chop down trees much faster, allowing them to even clear paths through thick vegetation. (50 logs per hour)
5. The lumber ax transforms into a chainsaw, still counted as a Basic Weapon when it comes to stats and combat, but making it easier and faster to chop down trees and vegetation alike. (100 logs per hour)
6. Gain the ability to construct small furniture that can go into houses, or sold in the market of NPCs for a much lower price. 50% chance of failure though. Costs 15 wood logs per attempt/small furniture.
7. Producing small furniture now always works. Same cost though.
8. Small furniture now costs only 10 wood logs per item.
9. The ability to produce any kind of furniture, with the larger variety costing 25 wood logs per item.
10. Large furniture now only costs 20 wood logs per item.

## Architect

Architects can create houses to sell to players and NPCs alike. Building houses requires a certain Minerals (that Miners can gather), as well as wood logs (which Carpenters can acquire), but also require a piece of land for the house to be built on as well as a builder's permit which needs to be paid to the Safe-Zone where the house is being built. Furthermore, unlike houses bought directly from the Safe-Zone, Architect built houses come completely empty of any furniture, that needs to be bought on the market or from Carpenter players. Still, despite all of these restrictions, Architects are the best way to go for the players seeking to own their own house, especially Guilds, since fortresses, castles, palaces and mansions are in short supply for sale in UAO's many Safe-Zones. On top of that, a builder's permit is far cheaper than the pre-built house equivalent, so everyone involved can save a lot of money this way. At level 0, Architects can only gain XP by drawing and sketching out blueprints in notebooks that they themselves need to buy beforehand. In the next levels though, they can do the following:

1. Architects can sell their finished blueprints in the NPC market, though the prices are dirt cheap for this.
2. Architects can inspect already built houses in order to find out more about them, such as who built them, who owns them, the average market price for it.
3. Architects can now buy builder's permits from a Safe-Zone, which varies depending on the size and quality of the land, as well as the Safe-Zone itself. This is required in order to build actual houses and either own or sell them.
4. The prices for builder's permits are now cheaper.
5. The ability to construct the garage "add-on" into Guild HQs, allowing the it to park all sorts of vehicles there. This costs 20 Copper ore and 50 wood logs to pull off.
6. The ability to construct a special aviary/stable "add-on" into Guild HQs, allowing it to house flying and swimming mounts there. This costs 20 Steel ore and 75 wood logs to pull off.
7. The ability to build small houses, which can either be owned by the Architect, or sold to other players for them to own. Small houses only have space for one individual, or two at most, and are nothing too fancy. It requires 50 Copper ore, 40 Steel ore, 30 Steel ore, 25 Bronze ore, 20 Silver ore, 15 Gold ore and 100 wood logs to pull off.
8. The ability to build houses of any size (but not mansions, etc). Costs twice as much as a small house, as well as a Metal Empire Soul Gem.
9. The ability to build Mansions, Castles, Palaces and Fortresses (the kind of buildings suited to be Guild HQs). Costs twice as much as a large house, but instead of 2 Metal Empire Soul Gems, it costs 5 Metal Empire Soul Gems.
10. The ability to build an Inn, which the Architect will own and be able to collect income from player sleeping there, but also a steady income of 50 credits per time block from NPCs sleeping there. Costs the same as a large house, but the build permit for these are more expensive as they have to have a business clause.

## Blacksmith

Blacksmiths are the backbone of the combatant side of the playerbase in UAO, they can not only produce ammo(arrows, mainly), but even forge all sorts of gear (including but not exclusively, weapons), and furthermore, can even enhance weapons.

Basic Gear cannot be enhanced by Blacksmiths. When a piece of gear is enhanced, its name will have a +1 next to it, which increases by the amount of times it has been successfully enhanced, up to 25 times. Each enhancement increases one of the stats the gear is already giving, and if it was giving multiple stats, the Blacksmith can choose which one was increased with the enhancement, but cannot increase stats that weren't already being added by the enhanced gear.

Here's an example: A [LVL9] Silver Longsword, it gives +2 ATK and +1 SPD by default. Then let's say a Blacksmith successfully enhances it, that means it will become a [LVL9+1] Silver Longsword, which now gives either +3 ATK and +1 SPD, or +2 ATK and +2 SPD, depending if the Blacksmith chose to increase one or the other. It cannot be made to give HP since it didn't come with the original stats of the gear, no matter how much it is enhanced. When it is enhanced again, it will become a [LVL9+2] Silver Longsword, and so on until being a [LVL9+25] Silver Longsword. If done on a Legendary Gear, the stat increase gained from enhancement does not further increase per level, unlike the base/original stats which do. Example, a Legendary Longsword in the hands of a level 10 player will give +10 ATK and +10 SPD. If a Blacksmith enhances it once with emphasis on ATK, it now gives +11 ATK and +10 SPD, so in that example, at +1 Enhancement, the sword would always have 1 more ATK than SPD (at level 15, 16ATK and 15SPD, etc).

As for building gear, different gear comes with different costs.

* **Basic Gear**: 10 Copper ores each.
* **Advanced Gear**: 1 Steel ore multiplied by the level of the weapon (must be in increments of 5, so LVL5, LVL10, LVL15, etc), and 10 Copper ores each.
* **Bronze Gear**: 2 Bronze ores multiplied by the level of the weapon (must be in increments of 4, so LVL4, LVL8, LVL12, etc), 10 Steel ores, 15 Copper ores and 5 wood logs each.
* **Silver Gear**: 3 Silver ores multiplied by the level of the weapon (must be in increments of 3, so LVL3, LVL6, LVL9, etc), 10 Bronze ores, 15 Steel ores, 20 Cooper ores and 10 wood logs each.
* **Gold Gear**: 4 Gold ores multiplied by the level of the weapon (must be in increments of 2, so LVL2, LVL4, LVL6, etc), 10 Silver ores, 15 Bronze ores, 20 Steel ores, 25 Copper ores and 15 wood logs each.
* **Pearl Gear**: 15 Gold ores, 20 Silver ores, 25 Bronze ores, 30 Steel ores, 35 Copper ores, 40 wood logs, and 1 appropriate Soul Gem (listed below) multiplied by the weapon level.
* **Platinum Gear**: 20 Gold ores, 25 Silver ores, 30 Bronze ores, 35 Steel ores, 40 Copper ores, 45 wood logs, and 3 appropriate Soul Gems (listed below) multiplied by the weapon level.

Each Gear slot has a significant Soul Gem associated to it, needed for both forging the gear as well as enhancing it. The list is as follows:

* **Weapons**: Boss Soul Gem.
* **Torso**: Jungle Troopers Soul Gem.
* **Legs**: Deep Savers Soul Gem.
* **Hands**: Dragon's Roar Soul Gem.
* **Head**: Nightmare Soldiers Soul Gem.
* **Feet**: Wind Guardian Soul Gem.
* **Accessory**: Dark Area Soul Gem.

At level 0, all players can do is inspect and study weapons, no upsides at all from it. In the next levels, the following benefits are unlocked:

1. Gain the ability to Enhance pieces of gear. 25% chance of success. Failure has a 50% chance of lowering the gear enhancement, provided it was already with some enhancement (+1 minimum). Gear enhancement costs 1 appropriate Soul Gem multiplied by the number of enhancements (to get to +1 costs 1 Soul Gem, to +2 costs 2, etc).
2. Gain the ability to craft ammo (arrows and such), crafting 100 at a time, costing 3 Copper ores and 5 wood logs per batch.
3. Enhancing gear no longer fails.
4. Gain the ability to forge any kind of gear, but Basic quality only.
5. Forge Advanced Gear.
6. Forge Bronze Gear.
7. Forge Silver Gear.
8. Forge Gold Gear.
9. Forge Pearl Gear.
10. Forge Platinum Gear.