Assignments and Jobs: Difference between revisions
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== The Academy == | == The Academy == | ||
You can pay (on a daily basis) to have your NPCs take classes at The Academy during the day. | You can pay (on a daily basis) to have your NPCs take classes at [[The Academy]] during the day - or, once they are knowledgeable enough and if you'd prioritize earning over learning, you can send them there to teach or lecture; there is always demand at the Academy for day-labor "supply teachers" to fill in for absent staff, help students with their work, or assist in practicals. | ||
* '''Schedule:''' 9am-4pm | === Learning at The Academy === | ||
* '''Maximum Age:''' 25 | * '''Schedule:''' 9am-4pm (plus commute time). | ||
* '''Maximum Age:''' 25* recommended; see below. | |||
<nowiki>*</nowiki> The Academy is currently experimenting with allowing people of any age to attend its courses (money talks!) However these courses were designed with people of a set age and expected education level in mind, so older students might find the courses pitched at the wrong level for them, or they might feel socially uncomfortable or lonely if they are a generation older than everyone else in the class. | |||
====Science and Hardware Class==== | ====Science and Hardware Class==== | ||
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A three-year program that molds the student's body into chiseled perfection. Has trained some of Raana's most famous artists. | 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=== | ===Teaching at The Academy=== | ||
After reaching a certain skill level in Science or Academics, your slaves can teach at Whitehaven Academy as either | 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 | *Schedule: 9am-4pm | ||
*Minimum skill level : 40 ( | *Minimum skill level: 40 (Lecturer) 70 (Professor) | ||
==== Science Lecturer==== | ==== Science Lecturer==== | ||
*Income : $40 | *Income: $40 | ||
*Science : 1.0% chance to increase | *Science: 1.0% chance to increase | ||
*INTELLIGENCE : 2.0% chance to increase | *INTELLIGENCE: 2.0% chance to increase | ||
*WILLPOWER : 3.0% chance to increase | *WILLPOWER: 3.0% chance to increase | ||
*Stamina loss: 20% | *Stamina loss: 20% | ||
* Age : Any | * Age: Any | ||
====Academics Lecturer==== | ====Academics Lecturer==== | ||
* Income : $40 | * Income: $40 | ||
*Discipline : 1.0% chance to increase | *Discipline: 1.0% chance to increase | ||
*INTELLIGENCE : 2.0% chance to increase | *INTELLIGENCE: 2.0% chance to increase | ||
* WILLPOWER : 4.0% chance to increase | * WILLPOWER: 4.0% chance to increase | ||
*Stamina loss: 20% | *Stamina loss: 20% | ||
*Age : Any | *Age: Any | ||
====Science Professor==== | ====Science Professor==== | ||
*Income : $110 | *Income: $110 | ||
*Influence : +4/day | *Influence: +4/day | ||
*Discipline : 2.0% chance to increase | *Discipline: 2.0% chance to increase | ||
*INTELLIGENCE : 4.0% chance to increase | *INTELLIGENCE: 4.0% chance to increase | ||
*WILLPOWER : 10.0% chance to increase | *WILLPOWER: 10.0% chance to increase | ||
*Stamina loss: 30% | *Stamina loss: 30% | ||
*Maximum Age : None | *Maximum Age: None | ||
*Minimum Age : 21, or None @ influence > | *Minimum Age: 21, or None @ influence >6,000 | ||
====Academics Professor==== | ====Academics Professor==== | ||
*Income : $90 | *Income: $90 | ||
*Influence : +4/day | *Influence: +4/day | ||
*Discipline : 1.0% chance to increase | *Discipline: 1.0% chance to increase | ||
*INTELLIGENCE : 3.0% chance to increase | *INTELLIGENCE: 3.0% chance to increase | ||
*WILLPOWER : 8.0% chance to increase | *WILLPOWER: 8.0% chance to increase | ||
* Stamina loss: 20% | * Stamina loss: 20% | ||
*Maximum Age : None | *Maximum Age: None | ||
* Minimum Age : 21, or None @ influence > | * Minimum Age: 21, or None @ influence >6,000 | ||
==Gold walker== | ==Gold walker== |
Revision as of 19:58, 4 May 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
Shop Assistants
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+.
Household Assistants
House Maid
- Daily Income: None
- Hours: Special
- Age: Any
- Risks: None
Assigning a girl as a Household Maid will keep her at home, accessible if you should require other services.
A household can have any number of maids.
There are no special risks involved other than what her Master might decide happens during breaks.
Effects:
- Each Maid adds opulence to your household, granting +2 Influence every day.
- If the Maid has the Perfectionist trait (90+), they grant an additional +2 Influence every day.
- Maids have a daily 15% chance to increase their Domestic skill, up to a maximum of 60.
- 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: Not to be confused with the Head Maid, which is a Title not a full-time job, and is detailed on the Titles page.
Gardener
- 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.
A household can only have one Gardener.
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 a gardener's Gardening skill one point, up to a maximum of 80. Assigning them to the Administration and Domestic Program at the Academy can further boost Gardening skill.
There are also no special risks involved other than what a slave's 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 spend their days training 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!
NPCs assigned as Scavengers go out all day searching for scrap and other things which can be sold on or processed into their useful constituents. Each day, each Scavenger will bring back some Merchandise - and maybe other, more interesting, things if they have the talent for it.
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.
You can have any number of Guards.
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.
You can only have one Captain.
More details 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.
A household can have any number of Janitors.
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.
You can only have one Accountant.
More details here: Assignments and Jobs - Accountant.
Herald
- Daily income: Influence points; see below
- Daily cost: none?
- Hours: 9-5
- Age: Any
- Risks: None
A Herald travels Ikaanos, spreading her household's good name, hoping to increase its status and influence. As long as your Herald has an Affection of Neutral or above, and is not Angry, they will increase your Influence by +2 per day minimum, and possibly a lot more depending on Skills and Attributes. Intelligence, Charisma, Beauty, Performance skill, the Starlet trait, a high Battle Fame, and being old enough to be taken seriously (age below 16 is possible but penalized) all contribute to someone's effectiveness as a Herald.
You can only have one Herald.
The Academy
You can pay (on a daily basis) to have your NPCs take classes at The Academy during the day - or, once they are knowledgeable enough and if you'd prioritize earning over learning, you can send them there to teach or lecture; there is always demand at the Academy for day-labor "supply teachers" to fill in for absent staff, help students with their work, or assist in practicals.
Learning at The Academy
- Schedule: 9am-4pm (plus commute time).
- Maximum Age: 25* recommended; see below.
* The Academy is currently experimenting with allowing people of any age to attend its courses (money talks!) However these courses were designed with people of a set age and expected education level in mind, so older students might find the courses pitched at the wrong level for them, or they might feel socially uncomfortable or lonely if they are a generation older than everyone else in the class.
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 The 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 >6,000
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 >6,000
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
Gladiatrix training and performance
- Daily Cost: $125, but see below
- Hours: 24 hrs
- Age: 14+
- Risks: High!
You can send a slave to the Arena's Gladiatrix School. This frees up her household slot, allowing you to purchase another slave or move someone else into your home. It costs $125 per day to keep your slave enrolled here, and in return the school will teach her combat skills and allow you to schedule her for fights in the Arena. Arena fights are not mandatory, but are an way for your slave to earn you influence and income. A skilled slave can more than pay for the price of her combat education through fighting. These fights are not to the death, but your slave can be wounded in them. If your slave wins, you receive both monetary winnings and influence from owning such a skilled slave.
You can enroll 3-6 of your female slaves and other employees in Crystal Hills Arena Gladiatrix School (CHAGS) depending on your Influence (3 spaces for any owner, with extra spaces for those with 15k+, 50k+ and 100k+ Influence), but you can only arrange one fight per day regardless of how many of your personnel are training there.
More details here: The Crystal Hills Arena Gladiatrix School
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]