Grocery stocker

Duckhaven career · Duck Mart stockroom

Grocery stockers receive boxes in Duck Mart’s stockroom, stock the assigned shelves and throw out the empty cartons. All three hand actions get faster with Strength, which makes this one of the jobs where it matters most.

Getting started

Start Stocking and go into Duck Mart’s stockroom. You start with free hand carry and everyday shoes. The stockroom equipment counter sells carts and work shoes.

How the work goes

  1. Hold Receive to take your assigned stock boxes. Fill the cart, or leave with a partial load.
  2. Follow the marker to the assigned shelf and hold the stocking interaction for each box.
  3. When every box is an empty carton, take them to the rear dumpster and throw them away.
  4. Go back for another load.

Progression

Career level Cart capacity Shoe bonus
1 1 box 0%
10 3 boxes 5%
35 6 boxes 10%
75 10 boxes 15%

Carts mean fewer trips. Shoes add to the job’s equipment pay bonus, not to your walking speed. You cannot change gear while you still have boxes or cartons.

Pay and XP

Pay arrives when you dispose of each empty carton, along with career and Strength XP. Receiving and stocking alone do not pay. The receive, stock and dispose holds (2, 3 and 2 seconds) are all shortened by Strength.

Common problems

  • A full cart is not a finished job. Stock every shelf, then dispose of every carton.
  • Only the shelf the marker points to advances the order.

Modeled earnings

Scenario: The best cart and shoes unlocked at each level, already owned, on a full cart averaged over six starting shelves.

Grocery stocker modeled operating profit per hour
Career level Strength 1 Strength 50 Strength 99
1 $1,186 $1,209 $1,228
10 $3,000 $3,104 $3,197
25 $4,495 $4,651 $4,790
50 $9,307 $9,710 $10,074
75 $15,161 $15,890 $16,554
99 $20,412 $21,393 $22,286

These are calculations from the R51 — Timber in Motion source, not measured play. Each figure repeats one clean cycle with the equipment above already owned, then scales it to an hour. Seller VAT and recurring ingredients or seeds are taken off. Income tax, club tithes, debt repayment, fuel, repairs, gear purchases and breaks for needs are not, and neither are travel delays, mistakes or other players. Treat them as a comparison between levels, not a promise of what an hour of play pays.