Crazy Navy
Jobs & Career
First off, your job is NOT your career. You will need to change your job frequently to obtain your career objectives. You can change your job at any Guild Hall by talking to the Guildmaster and presenting him with an appropriate Guild Card. You will receive several of these while progressing through school. You can obtain another one of these by completing one of the following quests available at any capital city.
Once you have had a job, you can go back to that job again at any time without a card as long as you pay the appropriate fee. You should strive to get all of the following jobs under your belt so that you can use them in the future as needed. As you progress through the game, more advanced jobs will become available to you through other quests that reward specialized cards.
Quest: Adventurer Guild's Plight
Adventurer Guild
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Adventure Learner
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Explorer
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Excavator
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Surveyor
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Biologist
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Fisher
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Helmsperson
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Fisher
Quest: Intercept The Privateer Fleet
Maritime Guild
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Military Learner
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Mercenary
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Jr. Officer
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Bodyguard
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Brigand
Merchant Guild
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Trade Learner
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Accountant
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Chandler
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Foods Dealer
Quest: Merchant's Guild Predicament
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Yarn Dealer
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Mineral Trader
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Medicine Trader
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Animal Trader
Skills
UWO is skill driven rather than level driven. It is much more important to work on ranking up your skills than your levels. Every job has certain skills that are favoured (denoted by a yellow star) and some jobs will have an expert skill (denoted by a red star). Favoured and expert skills will take half as much time to rank up as your other skills, so you should try to be in a job that favours the skills you are currently trying to work on. An expert skill not only acts like a favoured skill, but also gives you +1 to that skill rank while you are in that job. Favoured skills can be purchased from the guildmaster, as well as from their usual locations. There are 3 skills that can only be obtained while in a job that favours them. They are Gunnery (Maritime), Sail Handling (Adventure) and Accounts (Trade). These skills are available in the jobs highlighted in gold above.
Recommendations
School is a good place to get a small taste of each of the 3 main categories of adventure, trade and maritime. But eventually, you will probably want to focus on one of these more than the others. However, you will still need skills from all 3. The following skills are recommended for everyone, no matter what career path you choose:
Skill
Effects
Category
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Sail Handling
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Gunnery
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Accounts
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Survey
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Recognition
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Storage
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Body Language
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Management
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Navigation
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Arms
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Steering
Increases Ship Speed
Increases Cannon Reload Speed
Haggle at the market
Map for land and sea
Needed along with survey for map making
Lessen amount of cargo lost due to disaster or sinking
Talk to npcs when you don't know the language
Needed to activate certain ship skills
Needed to activate certain ship skills
Needed to activate certain ship skills
Increases turn rate
Adventure
Maritime
Trade
Adventure
Adventure
Trade
Trade
Trade
Adventure
Maritime
Maritime
Production Skills
It is recommended that you have at least one production skill no matter what your main interest is. Production skills also have trade skills that support them which allow you to purchase more of the raw materials you need to accomplish your tasks.