Outlaw Jobs are the criminal side of your keep — twenty repeatable crimes that run on Energy instead of troops, from cutting purses in the market to cracking the Exchequer vault. They pay Gold, resources and crafting materials without ever putting your army at risk.
Running a Job
- Every job costs Energy and a small Gold stake, then runs on a timer.
- Timers range from about 5 minutes on the lowest tier up to 8 hours on the last jobs.
- Each card shows its start time and remaining time. Rewards are only claimable once the clock hits zero.
- Remaining time can be cut with Writs — 1 Writ removes 5 minutes.
- Jobs can fail. A failure loses the stake and the Energy, but never your troops or buildings.
Racketeering Reputation
Successful jobs award racketeering reputation. Reputation is the gate on the job ladder: tier 2 opens at 60 rep, the mid tiers want thousands, and the final job — Crack the Exchequer Vault — needs 30,000. Reputation is permanent and never lost on a failed attempt.
Mastery
- Each job tracks its own mastery percentage, shown on the card.
- Mastery reaches 100% after 10,000 attempts of that specific job, so it is a genuine long-haul grind.
- Higher mastery raises success chance and improves the reward roll.
What Improves Your Odds
- Mastery on that job.
- Cunning — the Champion battle stat trained at the Training Grounds.
- Alchemy (Scholar's Academy) — success chance and larger payouts.
- Heraldry (Scholar's Academy) — faster reputation gain.
Payouts
- Gold on every job, scaling steeply with tier.
- Resources on the jobs that involve grain, timber, stone or ore.
- Crafting materials — Blacksteel Ingots, Cured Leather, Hardwood and Gemstones — on a chance roll, tradeable on the Bazaar and Auction House.
Jobs are the best use of Energy while your builders and armies are busy, and the only income source that never exposes you to retaliation.
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