Raise to desired cash out. Helping out different factions gives various payouts.
Items Inputs/Outputs
Outputs
Raw EPA
4.30
Raw SPA
8.72
Professional Activities allow players with Top-Tier Professions more gameplay opportunities to explore their chosen identity by taking additional work-for-hire. The content is unique to each profession, but with shared mechanics and rewards. Activities are found in Your Activities (Lodgings sub-area).
Activities are found in Storylets in . The main structure is playing Airs-dependent actions to build up a Reward quality, which may be spent in on a variety of items. All Professions share the same reward Storylet.
Working the Activities will also allow you to progress a short storyline, and eventually choose a Specialisation for your Profession. Thus far, the only effect of Specialisation is unlocking additional Activity actions. Specialisation can be reset by changing Professions.
Determines what jobs are available. Is randomized after doing a job.
The reward quality gained by doing jobs, which is cashed out for a variety of resources under the storylet. The rewards section details what resources you can get.
Services Rendered:
, , , , , , , , , , and
Discrete Qualities gained by doing jobs for the corresponding faction. Each faction has a payout under that require spending 5 levels of their Services Rendered (note that these rewards still require the appropriate amount of Invoices). Different (partially overlapping) sets of client factions are available to different professions.
Two mutually exclusive specialisations are available to each profession. Unlocks a job that grants a Services Rendered that cannot otherwise be obtained by that profession, with the Services Rendered differing by specialisation, along with another job with very difficult challenges but high payout. Specialize by progressing
Story tracker for gaining a Specialisation. Each Profession has a unique 4-part story, with the Specialisation gained depending on the chosen ending.
Required to progress . Has a chance to be gained with each job done, with the chance of gaining it increasing with
A hidden quality gained by doing jobs. Increases the chance of . (The RNG has been fitted with a muzzle to prevent it from getting too far out of hand.)
The Activities consist of a bunch of jobs-for-hire, with availability depending on the . Each is a single action. Some of the more difficult actions are gated by player progress, and a few are gated by .
Each Tier 3 Profession is associated with two Primary Stats and one Advanced Skill, as demonstrated on their Professional Item. Each Professional Activity task has a Broad Challenge against one of the two Primary Stats for that Profession, and a Narrow Challenge against the Advanced Skill. More difficult activities have higher rewards.
Easy Activities
The most accessible tasks have the following in common:
Challenge difficulties of 90 Broad & 1 Narrow (100% success requires stat levels of 150 / 5)
No other requirements to play
Grants 320 x Invoice Value on success, 200 on failure
At least one such option is available at every value
Medium Activities
The next step in in activities have the following in common:
Challenge difficulties of either 180 Broad & 4 Narrow OR 140 Broad & 10 Narrow (100% success requires 300 / 9 or 235 / 15).
Grants 410 x Invoice Value on success, 200 on failure.
Gated on either game progress, or .
While game progress requirements range from early-midgame () to the very-late endgame (), the options themselves are not more difficult or rewarding. Rather, advanced game progress merely seems to expand the range of Airs values where these options are available.
One or more is available with 80% of Airs values without , or 90% with
Hard Activities
These most challenging and rewarding activities have the following in common:
The following breakpoints are where you should change which difficulty you pursue. Medium challenge (Stats) and Medium challenge (Skills) are how the 2 medium challenges will be addressed.
seems more useful than for a late-game player capable of passing the relevant stat checks. The former pays in items that can all be sold for in the Upper River Exchange. The only uniquely desirable item for the latter is a single .