> For the complete documentation index, see [llms.txt](https://info.unitedlands.net/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://info.unitedlands.net/gameplay-mechanics/jobs/job-skills.md).

# Job Skills

## Introduction

Here you will find a breakdown and explanation of each job's skill trees. This will cover every skill and ability at each level and what they mean. Each job has a *point* cost and a *monetary* cost. Job points can be earned by levelling up and the monetary cost can be paid with gold. The price of a skill will always be 1,000G per every point required.

*Example*: If a skill costs 3 job points, it'll also require 3,000G to buy.

You can jump to a specific job using the list below:

* [Woodcutter](/gameplay-mechanics/jobs/job-skills/woodcutter.md)
* [Brewer](/gameplay-mechanics/jobs/job-skills/brewer.md)
* [Fisherman](/gameplay-mechanics/jobs/job-skills/fisherman.md)
* [Miner](/gameplay-mechanics/jobs/job-skills/miner.md)
* [Hunter](/gameplay-mechanics/jobs/job-skills/hunter.md)
* [Digger](/gameplay-mechanics/jobs/job-skills/digger.md)
* [Farmer](/gameplay-mechanics/jobs/job-skills/farmer.md)

## Skill Types

Skills are primarily split up into two types, *Passive* and *Active* skills. Most skills are considered *Passive*, however each job has at least 1-2 *Active* skills to make it stand out!

### Passive Skills

Passive skills are just skills which need no input from the user to work. Meaning, once the skill is unlocked, it'll instantly be working at all times, and activate depending on what the activation chances of it are. They're the simplest and most common skills in all trees. *Every skill* is passive unless said otherwise.

### Active Skills &#x20;

Active skills are skills which require the user to explicitly activate them for them to have an effect. They have a cooldown and an activation time, so they don't last forever! They're the most powerful skills and provide the largest benefits. \
\
In most cases, to activate a skill of this type, a player must be holding a specific tool (pickaxe, axe, shovel, etc), and *shift right-click* while holding it. Said tool is always mentioned in the skill page and on the skill tree GUI, so there is no guesswork involved.

#### Activation Timer

&#x20;Once a skill is activated, a timer shows up at the top of the player's screen indicating how much time is left until the skill deactivates. In this case, the [Grapple](/gameplay-mechanics/jobs/job-skills/fisherman.md#grapple-active) skill was activated and the timer showed up correctly. This time is specified in each Skill description too.

<figure><img src="/files/DafUHFGr0PBMxwBFr54v" alt=""><figcaption><p>Grapple timer</p></figcaption></figure>

#### Cooldown Timer

If a skill has been activated too recently, there will be a small sound notification and a little actionbar at the bottom of your screen.&#x20;

<figure><img src="/files/FiTzbFcSGY1B8g8SD5uX" alt=""><figcaption><p>Cooldown actionbar</p></figcaption></figure>
