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Work
Earn a living, or practice the invisible arts.

Work is one of the primary Verbs in Cultist Simulator. It is mainly used to acquire Funds and performing Rites.

Cards with the following aspects are accepted:

Ability and Skill Jobs[]

Unskilled Labor[]

  • Working with 1 Health takes 60 seconds and produces 1 Funds and 1 Vitality.
    • There's 30% chance of Health turning into an Injury, yielding no Vitality.
  • Working with Skill: a Stronger Physique or higher and 1 Health takes 5 seconds less per skill level (except for Skill: a Flawless Physique) and produces 1 Funds and 1 Vitality.
    • Skill: a Stronger Physique has 10% of getting an injury, yielding no Vitality.
    • Skill: a Hardened Physique and higher prevent all injuries.

All Health used will become Health (Fatigued).

With at least skill level 2, Unskilled Labor becomes the most simple and stable mean to obtain Funds and Vitality. It's not the best job, but there's no downside to it.

Paint[]

All Passion used will become Passion (Dimmed).

Art is never a stable mean to earn a living, unless your skill is good (high level), you'll be starving for Funds. But at high level, you'll get good earning, lots of Glimmerings and Mystique. You can also use Notoriety to temporarily hide it from Hunters, though not for long. Using an Influence as inspiration can delay their decaying.

Find Clerical Work[]

Out of the three basic Ability job, this job has the best pay. However, you'll need to at least get promoted to Senior Position for it to be worthwhile. Before getting a promotion, this job is not any better than Unskilled Labor, if not worse. Urgently get rid of Mr. Alden if you want any Funds at all.

After getting promoted, the job will decay after only 60 seconds, which makes it difficult, if not impossible for you to engage in the invisible arts.

Luckily, the card A Difficulty at Work has no decay time, so you can temporarily suspend work to engage in the invisible arts and come back to work later, at the cost of a demotion.

Legacy Jobs[]

Standard Legacies[]

Legacy Job Cost Rewards Notes
Aspirant Menial Employment Nothing 2 Funds 1 Health
  • Can only be used once.
Bright Young Thing This and That 30 seconds 3 Funds
  • 30% chance of failure and removes itself.
Detective Inspector's Position

60 seconds
1 to 3 Reasons

2 Funds
Physician A Position at the Institute 60 seconds 2 Funds
  • Does not decay.
Downloadable Content
Dancer A Contract at the Gaiety

45 seconds, 1 Health
+10 seconds and:

1 Funds
+1 Funds

Priest An Appointment to a Quiet Parish

50 seconds
1 Passion

1 Funds

May cause
Exultation
1 Fervour

60 seconds
1 Reason

Medium? A Convincing Spiritualist Routine

15 seconds
1 Memory

1-6 Funds

1 Health
or Passion
or Reason

A Reputation as a Medium

30 seconds
1 Memory

1-3 Funds

Advanced Legacies[]

Advanced Legacies, or Apostle Legacies, have unique starting job which initialize the state of your cult. These jobs are:

Each of them, when worked, will create 7 Funds and a special instructional card that will loosely describe how to complete a major victory. They will disappear once worked.

Occult work[]

Working on a Rite with the appropriate Lore, Assistant, Tool, Influence, Sacrifice and/or Ingredient (depending on the rite) can summon spirits or produce various other effects.

A rite usually take 60 seconds to complete, sometimes more.

The invisible arts gives invisible rewards, e.g. no Funds.

Other[]

Working on a commission with the appropriate Lore and some Reason and/or Passion produces the commissioned text, that you can then give to your Patron with the Talk action. The rewards are paid in Spintriae.
This gives at least 1 Funds and often gives extras up to a Silver Spintria.
Cards with the Auctionable aspect can be sold for Funds. A prime example is the Spintriae acquired from the jobs above. Auctioning is done via Explore action, and not Work action. However, it is put here as a link to earn Funds.
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