Assignments and Jobs: Difference between revisions
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Details found here: [[Assignments and Jobs - Scavenger|Assignments and Jobs - Scavenger.]] | Details found here: [[Assignments and Jobs - Scavenger|Assignments and Jobs - Scavenger.]] | ||
=== Guard === | |||
* '''Daily Income:''' Special | |||
* '''Hours:''' Special | |||
* '''Age:''' Any | |||
* '''Risks:''' High | |||
The Guards 's main task is to keep your household safe from external threats, and to keep unruly slaves from escaping. | |||
Details found here: [[Assignments and Jobs - Guard]]. | |||
=== Captain of the Guard === | |||
* '''Daily Income:''' Special | |||
* '''Hours:''' Special | |||
* '''Age:''' Any | |||
* '''Risks:''' High | |||
The Captain of the guard is the leader and trainer of your security forces. A captain will train the guards discipline and combat skills, and help guarding your household. | |||
Details found here: [[Assignments and Jobs - Captain of the Guard]]. | |||
=== Janitor === | === Janitor === |
Revision as of 23:12, 3 April 2024
Preparing an NPC for adventures and combat
You can add any NPC to your combat group by clicking on the Add Follower button next to their Interaction shortcut (see screenshot).
Adding NPCs as a Follower immediately terminates their current job assignments.
Clicking that button again removes the NPC from your combat group and reassigns him to his earlier assignment..
Most NPC character quests require that you've assigned the NPC to your group in order to resolve his or her quest.
Weapons and gear
You can arm an NPC from its Inventory which you're able to access either through the NPC Menu (second screenshot) or through the NPCs>Inventory button while out on adventures (third screenshot).
Any weapons/armor equipped through this menu will be transferred from the player's inventory to the NPC.
Links and guides
Read more about weapons here.
Read more about armors here.
Available assignments
Abbot Roo's General Store (Redhaven)
- Daily Income: $25
- Hours: 8 a.m. to 4 p.m.
- Age: 19 or younger
- Risks: Low
Working at Roo's General store is a relatively mindless assignment that'll not cost your slave any significant stamina. Abbot Roo only accepts teenage girls!
Risks are low, but a girl is not completely safe from Abbot Roo's hungry eyes, especially if he's having a bad day.
Devious Tools (Whitehaven)
- Daily Income: $50
- Hours: 8 a.m. to 4 p.m.
- Age: 35 or younger
- Risks: High!
- Requirements: 50+ Corruption OR Willpower 9-
Working at Devious tools affects both the mind and body in many ways. A girl must endure prodding customers, spontaneous orgies and the cruelty from Miss Devious herself.
Only a slave with very high Corruption will appreciate working here, and she can still obtain injuries due to mishaps or reckless customers. The despicable acts your girl will have to endure also require a special mindset.
Effects:
- 16.67% chance +1 Discipline up to 70
- 16.67% chance -2 Willpower
- 16.67% chance -2 Happiness, if Corruption is 40+ this does not happen
- +1-6 Anal wear
- +5 Vaginal wear
- +5 Oral wear
Secret Garden Bookstore (Whitehaven)
- Daily Income: $25
- Hours: 8.15 a.m. to 4 p.m.
- Age: Any
- Risks: Special
Working at Mrs. Bouchard quaint little boutique is a rather special experience - selling teas, trinkets and all kinds of books; but also hanging out with a very peculiar crowd of other girls - little Everette, proud Maria and the jovial Elsa.
Effects:
- 16.67% chance +1 Willpower
- 16.67% chance +1 Happiness
- 16.67% chance +1 Feminist trait up to 100
- heightened Escape risk if your slave's Anger is Upset or worse (Unconfirmed)
Walton's Smithery (Redhaven)
- Daily Income: $15
- Hours: 8 a.m. to 4 p.m.
- Age: Any
- Risks: None
- MC Background: Soldier lvl 2 or higher.
Mr. Walton has offered you, a fellow soldier, a chance to employ one of your slaves as an ammunition's sorter. You believe he's doing this just to be kind, and the task would probably not be very taxing for the girl in question.
There are no risks involved, other than increased Exhaustion due to the mindless work down in Walton's cellar. Sitting next door to Bud Walton might not add to the pleasantness either.
Nika's clothing store (Westside)
- Daily Income: $30
- Hours: 8 a.m. to 4 p.m.
- Age: Any
- Risks: None
The proud Russian Nikolai offers one of your slaves the opportunity to work in sales, including customer support, administration and other store duties.
There are no special risks involved - Nikolai doesn't treat his employees as slaves.
Effects:
- 16.67% daily chance that a girl will increase her Charisma up to 60.
The Golden Dragon (Performer) (Crystal Hills)
- Daily Income: $150, $180 if Extroverted
- Hours: 8 a.m. to 4.30 p.m.
- Age: Any
- Risks: Low
- Requirements:
- Can not have the Shy trait
- Beauty 60+
- Charisma 60+
- Dancing OR Performance 70+
Working as a performer at the Golden Dragon is an honorable assignment, but it does require some form of class and training.
Work might include overtime - don't be too alarmed if your slave returns late sometimes.
There are no special risks involved other than a very small chance of increased Willpower.
Effects:
- 16.67% daily chance to increase Performance up to 90.
- 16.67% daily chance to increase Charisma up to 80, if Happiness is 60+
- 16.67% daily chance to increase Willpower up to 30, if Happiness is 30+
Carpenter (South Redhaven)
- Daily Income: $40
- Hours: 8:30 a.m. to 4 p.m.
- Age: 12+
- Risks: Low
Working at Mr. Kai's Furniture store involves heavy lifting, cleaning, helping the chief carpenter with administrative chores and performing basic carpenter assignments.
Effects:
- 16.67% daily chance to increase Strength up to 60.
- 16.67% daily chance to lose 10 health, but only if health is 20+.
Maid Duty
- Daily Income: None
- Hours: Special
- Age: Any
- Risks: None
Assigning a girl as a household maid will always keep her at home, accessible if you should require other services.
There are no special benefits other than additional opulence to your household's status, which means an increased influence yield of (+2) per day.
There are also no special risks involved other than what her Master might decide happens during breaks.
Effects:
- Maids grant +2 Influence every day.
- If the Maid has the Perfectionist trait (90+), they grant an additional +2 Influence every day.
- Piper Holdman can grant an additional +3 Influence if assigned to the Maid job, and:
- Her Domestic is 70+
- Her Affection is 60+ (Amiable)
Note: The Head Maid title is detailed on the Titles page.
Garden Duty
- Daily Income: Special
- Hours: Special
- Age: Any
- Risks: None
Assigning an NPC as a gardener boosts your Garden's income based on his or her Gardening skill. It's a full-time assignment, but the NPC will be accessible throughout the day if you should require other services.
Gardening 1-24: +0% income.
Gardening 25-49: +25% income.
Gardening 50-74: +50% income.
Gardening 75-129: +100% income.
Gardening 130+: +200% income.
There's a daily 16.67% chance to increase the girl's Gardening skill with one point, up to a maximum of 80. Assigning her to the Administration and Domestic Program at the Academy can further boost her Gardening skill.
There are also no special risks involved other than what her Master might decide happens during breaks.
Mai-Lynn Oshiro provides additional bonus if working at the garden.
Slave Master/Mistress
- Daily Income: None
- Hours: Special
- Age: 18+
- Risks: Low
Assigning an NPC to slave training duty allows you to assign slaves to them. They will train assigned slaves according to their stats and traits.
Details found here: Assignments and Jobs - Slave Master.
Scavenger
- Daily Income: Special
- Hours: 8 a.m. to 4.30 p.m.
- Age: Any
- Risks: High!
Assigning an NPC as Scavenger will accumulate a daily batch of Merchandise.
Details found here: Assignments and Jobs - Scavenger.
Guard
- Daily Income: Special
- Hours: Special
- Age: Any
- Risks: High
The Guards 's main task is to keep your household safe from external threats, and to keep unruly slaves from escaping.
Details found here: Assignments and Jobs - Guard.
Captain of the Guard
- Daily Income: Special
- Hours: Special
- Age: Any
- Risks: High
The Captain of the guard is the leader and trainer of your security forces. A captain will train the guards discipline and combat skills, and help guarding your household.
Details found here: Assignments and Jobs - Captain of the Guard.
Janitor
- Daily Income: Special
- Hours: Special
- Age: Any
- Risks: Low
A janitor's main duty is to maintain your household's Disrepair value at reasonable levels. This will remove squalor effects, make Materialistic NPCs happier and keep you from losing Influence.
Effects:
- -1 Household Disrepair
- If Janitor's Discipline is 40+, -1 Household Disrepair
- If Janitor's Discipline is 60+ AND Janitor is not in bondage, then:
- 16.67% chance to +1 Workaholic trait up to 100
Accountant
- Daily Income: Special
- Hours: Special
- Age: Any
- Risks: None
An accountant is the backbone of every serious household – especially if its aim is to build a business empire. An accountant will contribute with his or her skills to boost income and lower maintenance at higher levels.
Details found here: Assignments and Jobs - Accountant.
The Academy
You can pay (on a daily basis) to have your NPCs take classes at The Academy during the day.
- Schedule: 9am-4pm
- Maximum Age: 25
Science and Hardware Class
- Stamina loss: -10
- Cost: 60$/day
- Science: 18% chance to increase
- Academics: 12% chance to increase
- Discipline: 8% chance to increase
- INTELLIGENCE: 8% chance to increase
- WILLPOWER: 8% chance to increase
- Influence: +2/day
A five-year program that trains Ikaanos' future engineers. The SAH, as it's called, delves into everytrhing from natural history to advanced computers and Grid navigation.
History and Anthropology Class
- Stamina loss: -10
- Cost: 60$/day
- Academics: 22% chance to increase
- Science: 12% chance to increase
- Discipline: 9% chance to increase
- INTELLIGENCE: 9% chance to increase
- WILLPOWER: 6% chance to increase
- Influence: +2/day
A three-year program that offers a complete understanding of Earth's history, Raanic history, and a thorough overview of life and events on other planets before the severance.
Administration and Domestic Art Class
- Stamina loss: -10
- Cost: 60$/day
- Domestic: 18% chance to increase
- Gardening: 16% chance to increase
- Discipline: 12% chance to increase
- INTELLIGENCE: 4% chance to increase
- Influence: +2/day
A three-year program that offers the students a thorough understanding of household economy, gastronomy, and maid services.
Gymnastics and Performance Class
- Stamina loss: -25
- Cost: 80$/day
- Acrobatics: 20% chance to increase
- Dancing: 15% chance to increase
- Discipline: 15% chance to increase
- Performance: 6% chance to increase
- DEXTERITY: 8% chance to increase
- STRENGTH: 8% chance to increase
- Influence: +2/day
- Injury risk
- Risk (other)
A three-year program that molds the student's body into chiseled perfection. Has trained some of Raana's most famous artists.
Teaching at Academy
After reaching a certain skill level in Science or Academics, your slaves can teach at Whitehaven Academy as either lecturers or professors.
- Schedule: 9am-4pm
- Minimum skill level : 40 (lecturer) 70 (professor)
Science Lecturer
- Income : $40
- Science : 1.0% chance to increase
- INTELLIGENCE : 2.0% chance to increase
- WILLPOWER : 3.0% chance to increase
- Stamina loss: 20%
- Age : Any
Academics Lecturer
- Income : $40
- Discipline : 1.0% chance to increase
- INTELLIGENCE : 2.0% chance to increase
- WILLPOWER : 4.0% chance to increase
- Stamina loss: 20%
- Age : Any
Science Professor
- Income : $110
- Influence : +4/day
- Discipline : 2.0% chance to increase
- INTELLIGENCE : 4.0% chance to increase
- WILLPOWER : 10.0% chance to increase
- Stamina loss: 30%
- Maximum Age : None
- Minimum Age : 21, or None @ influence >6000
Academics Professor
- Income : $90
- Influence : +4/day
- Discipline : 1.0% chance to increase
- INTELLIGENCE : 3.0% chance to increase
- WILLPOWER : 8.0% chance to increase
- Stamina loss: 20%
- Maximum Age : None
- Minimum Age : 21, or None @ influence >6000
Gold walker
- Daily Income: $30~$120
- Hours: 8 a.m. to 4.30 p.m.
- Age: 18+
- Risks: High!
Assigning an NPC as Gold walker will deploy them as a common prostitute.
Details found here: Gold walking
Evening and Night-Time Assignments
Horse Riding
- Hours: 6 p.m. to 8 p.m.
- Base Discipline Gain: 5%/day chance (max 70).
- Base Happiness Gain: 10%/day chance.
- DEXTERITY: 6%/day chance to increase (max 60).
You can apply [slave] to one of Ikaanos' riding schools. Participating in horse riding is a great way to reduce stress, raise Happiness over time, increase a slave's Discipline and Dexterity, and can increase your Influence.
Note: To change stable be at home and make a girl one of the 2 active slaves > Click on her > Events & Activities > Horse Riding.
Note: You currently cannot change stable, you can only withdraw a girl and then sign up for the other stable. This automatically sells her private horse if you bought one at a loss. A fully upgraded white stables horse costs you $5,100, and sells back for $2,100 if you withdraw the girl.
White Stables
- Daily Cost: $25/day
- Extra Bonuses: +5 Discipline, +1/day Influence
- Upgrade: [Buy Horse] ($900): +10%/day Happiness, +5 Discipline, +1/day Influence.
- Upgrade: [Upgrade Gear] ($200): +5%/day Happiness, +1/day Influence. Requires [Buy Horse]
- Upgrade: [Pure-Bred] ($1,500): +10%/day Happiness, +5 Discipline, +1/day Influence. Requires [Buy Horse]
- Upgrade: [Champion] ($2,500): +25%/day Happiness, +5 Discipline, +2/day Influence. Requires [Pure-Bred]
Muller's Barn
- Daily Cost: $5/day
- Happiness: 10%/day
- Upgrade: [Buy Horse] ($500): +8%/day Happiness, +5 Discipline
- Upgrade: [Upgrade Gear] ($200): +5%/day Happiness, +1/day Influence. Requires [Buy Horse]
- Upgrade: [Thoroughbred] ($1,000): +17%/day Happiness, +5 Discipline, +2/day Influence. Requires [Buy Horse]