Jobs

## Overview

Jobs are roles to which you assign colonists. The primary purpose of Jobs is to determine what tasks a colonist will automatically perform by the level of stars that has been given to the job (Three stars = main job, two stars = secondary job, one star = third job). A colonist can gain experience and levels in multiple Jobs. Each Job has its own unique leveling point system, gaining a Level in a Job grants the ability to use new equipment, perform new actions, and/or perform certain actions more effectively by placing a point in that particular activity/tools. The Combat Job cannot be assigned, but is available to every colonist anyway by activating Combat Mode.

## Job Experience and Promotions

A colonist gains experience in a Job by either performing associated tasks (such as mining Stone for a Miner or crafting Illness Medicine for a Doctor) or, for all Jobs other than Combat, learning about them by studying a Job at a Bookshelf. To gain experience in the Combat Job without actually engaging in battle, a colonist can practice at a Training Dummy.

A colonist cannot gain new Levels of a Job automatically. You must manually promote the colonist once they gain enough Job experience.

Be aware that a colonist with the Dumb trait cannot gain experience or levels in any Job, though it ***is*** possible that they are generated with Levels in a Job already gained. Inversely, colonists with the Fast Learner trait gain Job experience at twice the normal rate.

## Job Specializations

Selecting one or more Job specializations does not grant additional benefits or efficiency to the selected task. It simply means that the colonist is allowed to perform the selected task. Thus, it is a method to further refine what tasks an individual colonist of a given Job will actually do. For example, if you wanted a full-time cook, you would select a colonist, assign them the Farmer Job and then uncheck all specializations except for "Cook Food". If you wanted a colonist to only make clothing, you would assign them the Craftsman Job and then uncheck all specializations except for "Tailoring", and so on.

Of the tasks a colonist is allowed to perform, they will automatically choose random valid tasks within their pathfinding range, provided their mood is high enough and they are not having a Lazy Day or a fit of Vandalism.

## Farmer

Farmers sow, water, and harvest crops, remove dead crops, craft production orders at the Campfire, Kitchen and Bakery, gather Cotton and harvest Apples.

**Specializations**
Tend to Fields, Cook Food, Gather Cotton, Harvest Apples.

**Tool**
Wooden Watering Can.

 Cooking at Campfire
 Master Outfit

## Forester

Foresters cut trees to gather Wood and plant trees, cotton plants.

**Specializations**
Planting Pine trees, Apple trees and Cotton plants.

 Planting Pine Trees
 Master Outfit

## Miner

Miners mine crystals, rocks, and iron ore deposits to gather Crystals, Iron Ore, and Stone (May need to unlock Mining Iron & Deep stone mining before being able to unlock deep iron mining).

**Specializations**
Mine Stone, Iron Ore, Mine Crystals and can deep mine mineable resources.

**Tool**
Pickaxe.

 Mining Iron
 Deep Stone Mining
 Master Outfit

## Craftsman

Craftsmen craft production orders at the Carpenter's Workshop, Mason's Workshop, Tailor's Workshop, Bowmaker's Workshop and Forge.

**Specializations**
Carpentry (includes Simple Bows), Tailoring, Masonry, Forging.

**Tool**
None.

 Master Outfit

## Doctor

Doctors bandage bleeding wounds, treat the flu, apply splints, produce medicine, bury the dead, and brew beer.

 Applying Splints
 Master Outfit

## Scholar

Scholars analyze Crystals and Scrolls, and can also mine crystals if needed. Analyzing Crystals requires a Research Book Stand. For more information on Scrolls, see Resources. For more information on how to analyze Scrolls, see Research Scroll Stand.

**Specializations**
Analyze Crystals (includes analyzing Scrolls), Mine Crystals.

**Tool**
None.

 Master Outfit

## Combat

Combat is unique among the Jobs; Levels in Combat define what combat equipment a colonist can use (see Equipment). It is through better equipment that they become better combatants.

**Specializations**
None. In Combat Mode, colonists will only eat and sleep when it is required to stay alive. You must issue all other commands in Combat Mode manually.

**Tools**
Simple Bow, Sword, Wooden Club.

 Archery
 Martial Arts
 Medium Armour