The lord pays for work at once: at the cart or at one of his traders. Every job has levels of its own. The higher the level, the more a load pays.
How it works
- You buy the tool from the foreman for 25 gr. It stays with you and wears with use. A smith sharpens a blunt one.
- A load is a sack, a basket or another share of work. You carry it to the cart or hand it to a trader.
- The lord pays at once and takes the village tax. He often adds materials that crafters can use.
- Each load at the cart gives +1 reputation.
Rates
| Job | To start | At most |
|---|---|---|
| Quarryman | 10 gr | 14.5 gr |
| Woodcutter | 10 gr | 14.5 gr |
| Sawyer | 12 gr | 17.4 gr |
| Charcoal burner | 12 gr | 17.4 gr |
| Herbalist | 10 gr | 14.5 gr |
| Fisher | 10 gr | 14.5 gr |
| Messenger | 25 gr | 36.2 gr |
| Sealer | 4.5 gr | 6.5 gr |
| Copyist | 5 gr | 7.2 gr |
"To start" is the pay for a load at the first level of the job, "At most" at level 10. Both are before the village tax. For the messenger it is the base for a letter, with more for a longer road.
The daily wage
All jobs share one daily wage: 200 gr a day. The day starts at 5:00 in the morning. With a full wage the lord pays nothing more, even if you change jobs.
A better paid job does not earn more per day. It fills the wage sooner and leaves you more of the evening.
After a full wage, the jobs at the cart still take a few loads. The lord pays for them in materials only.
Jobs at the cart
The quarry
Buy a pickaxe from the foreman. Hit the rock, not the ground, until the sack is full. Carry it to the cart. The lord adds stone or iron to the pay.
Woodcutting
Buy an axe from the foreman. Chop trees in the felling area and leave the bushes alone. A tree falls after the blows of all woodcutters together and grows back after a while. Leave the basket at the cart.
The sawmill
The saw belongs to the trestle, so you buy nothing. One person works at a trestle. Pull the saw to the beat of the pendulum: one key at the left end, the other at the right. A stroke out of time jams the saw. Carry a full basket of logs to the cart.
Charcoal kilns
Carry baskets of logs from the pile to a kiln. A full kiln lights itself. Tend the embers: blow to raise them, throw earth to damp them. Keep them in the gold band while the wind tugs at them. If a flame bursts out, one sack is lost. Carry the sacks of charcoal to the cart.
Jobs for the lord's traders
Herbalism
Pick herbs as in the game. A picked herb is gone for everyone, so first come, first served. The apothecary shows the herbs he buys. He takes no rare or poisonous ones.
Fishing
Buy a rod from the fisherman at a pond. A man-at-arms writes your fishing licence. Step into the water or stand on the bank facing it and pick "Fish" in the F1 menu. When the float goes under, strike at once. Sell the catch to the fisherman.
Jobs with letters
Messenger
The scribe of every village gives letters to other villages. The compass shows the addressee. A letter pays 25 gr plus 2 gr for every 100 m of road in a straight line.
| Letters | Count |
|---|---|
| most letters per day | 10 |
Seal clerk
For the nobility only. The clerk gives you two letters from one sender and the pattern from the book of seals. Point out what does not match and which letter is forged. A mistake pays nothing and you wait a while for the next case.
Copyist
For those who know their letters. You get a copy in which the copyist made mistakes. Mark the wrong words and hand the sheet back. Someone who can read teaches you the first letters. The clerk teaches the rest, for a fee.
Levels
Every job has levels of its own, from 1 to 10. They grow with each load, and the rate grows with the level. You find your levels on the character card: F2, then Jobs.