/contracts opens a board of fifteen jobs, drawn fresh every day
from a pool of 210. You pay for a contract up front, then have a limited
amount of time to finish it. Complete it and you are paid back more than you put in. Run out
of time and the buy-in is gone.
That is the point: it is a bet on your own ability, not a free quest. Nothing is random — the job, the payout and the time limit are all shown before you pay, so you can work out whether you can do it.
The tiers
| Apprentice | $150 → $210 · 45 min |
| Journeyman | $700 → $952 · 90 min |
| Master | $2,800 → $3,696 · 150 min |
You can hold three at once. Start with an Apprentice job until you know how fast you actually mine or fight — the profit is small, and so is the loss.
The clock only runs while you are online
A 90 minute contract means 90 minutes of playtime, not real time. Log off for a week and you will come back with exactly as long left as when you left. You will never lose a contract to dinner.
You keep everything you gather
The 512 iron is yours whether or not you finish in time. The payout is a bonus on top of work that already paid — which is why the reward looks modest. A contract that doubled your money would just be free money with extra steps.
What the jobs ask for
Mining, killing, crafting, sprinting and fishing, tracked by the game’s own statistics — so it counts what you actually did, and there is nothing to hand in. Progress is live; the contract settles itself the moment you hit the target.
Harder targets appear at higher tiers only. You will not be asked to clear an ocean monument for a $60 profit.
Commands
/contracts | open the board |
| Click an offer | buy it |
| Shift-click yours | abandon it — no refund |