Slaver: Difference between revisions

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Being a slaver is the first requirement to be able to enslave people. Once you are a slaver, you'll be marked '''forever''' as one with a big, nice tattoo in the middle of your face. It has both advantages and drawbacks. Please note that if you don't have the slaver perk that [[Metzger]] will give you, you can't enslave people.
Being a slaver is the first requirement to be able to enslave people. Once you are a slaver, you'll be marked '''forever''' as one with a big, nice tattoo in the middle of your face. It has both advantages and drawbacks. Please note that if you don't have the slaver perk that [[Metzger]] will give you, you can't enslave people.


=== Joining the business ===
=== Joining the Business ===
Just talk to [[Metzger]], the [[Den]]'s leader. He is in the top-eastern house in the town, surrounded by his guards. Ask him to tell you about his life and the place where he is located, and then, there you go! "''I want to be a slaver.''" You'll get your [[Slaver Tattoo]] and a nice special [[perk]] that allows you to enslave, but makes you unable to forget you're a slaver. Useful, isn't it?
Just talk to [[Metzger]], the [[Den]]'s leader. He is in the top-eastern house in the town, surrounded by his guards. Ask him to tell you about his life and the place where he is located, and then, there you go! "''I want to be a slaver.''" You'll get your [[Slaver Tattoo]] and a nice special [[perk]] that allows you to enslave, but makes you unable to forget you're a slaver. Useful, isn't it?



Revision as of 01:47, 16 December 2013

Slavery is a FOnline: Reloaded feature that allows you to capture NPCs and force them to help you. By then, they act pretty much like mercs. However, unlike mercs, your slaves can't handle a lot of weapons, and are less skilled. Besides this, you can sell your slaves to get caps, and set up a real slaver business. A good thing with mercs and slaves is they never try to escape.

You can trade (give) slaves to other players.

To become a slaver

The slaver perk that you receive when you're marked as a slaver forever.

Being a slaver is the first requirement to be able to enslave people. Once you are a slaver, you'll be marked forever as one with a big, nice tattoo in the middle of your face. It has both advantages and drawbacks. Please note that if you don't have the slaver perk that Metzger will give you, you can't enslave people.

Joining the Business

Just talk to Metzger, the Den's leader. He is in the top-eastern house in the town, surrounded by his guards. Ask him to tell you about his life and the place where he is located, and then, there you go! "I want to be a slaver." You'll get your Slaver Tattoo and a nice special perk that allows you to enslave, but makes you unable to forget you're a slaver. Useful, isn't it?

Requirements:
There is no level requirement for becoming a slaver, however you cannot become one with less than 4 Intelligence. Mentats can help you with this, though.

Positive side

As a slaver, you will be able to...

Negative side

Being a slaver...

  • Some NPCs will refuse to talk with you, for example merchants in Modoc and Klamath.
  • The ncr anti slaver campaign is not tied to the perk but your rep. So a cathedral reset negates this table.
  • Your reputation will change according to the table below:
Faction Impact If your reputation is equal to 0, you'll be marked as...
NCR Rangers -2000 Vilified
Bounty Hunters -1600 Vilified
Slaves -1000 Hated
Brotherhood of Steel -1000 Hated
The Unity -1000 Hated
Junktown Citizens -300 Neutral
Hub Citizens -200 Neutral
LA Citizens -200 Neutral
Regulators -200 Neutral
Children of the Cathedral -150 Neutral
Necropolis Ghouls -100 Neutral
Free Traders -50 Neutral
FLC -50 Neutral
Broken Hills Ghouls -50 Neutral
Modoc Citizens -50 Neutral
Klamath Citizens -50 Neutral
Gunrunners -50 Neutral
Crimson Caravans -50 Neutral
Far Go Traders -50 Neutral
Water Merchants -50 Neutral
Followers of the Apocalypse -50 Neutral
Courtyard Citizens +100 Neutral
Hub Criminals +100 Neutral
Slaver's Guild +100 Neutral
The Enclave +100 Neutral
New California Republic +100 Neutral
Bishop Family +100 Neutral
LA Scavengers -50 Neutral
New Reno Sex Workers +150 Neutral
Population of New Reno +500 Accepted
Vortis' Slavers +500 Accepted
Citizens of Vault City +500 Accepted
Mordino Family +1000 Liked
Den Citizens +1000 Liked

Enslaving

Requirements

To enslave, you will need :

In current system all character can have 2 slaves beside those who took the perk Loner or Good natured. For each mercenaries and companions you have on your side you get an extra room for a slave.

How to ?

To enslave someone you need him to be knocked out. The best way to do it is to make his hit points below 0 (Between -20 and 0 a character is knocked out). So shoot at NPCs carefully, avoid to kill them. Once your future slave is knocked out, left click on him and choose the bag icon, then the rope in your inventory :

  • If you achieved to make him a slave, you'll see the message "He will make a fine slave". Heal your slave and talk to him.
  • If you failed at enslaving him or can't, then you'll see another message : "You failed to enslave".

You can't enslave any NPC, only some. See below for which ones...

Selling your slaves

Once you have enslaved people, and once they follow you, you can earn caps by selling them to notorious slavers :


Prices vary a lot, but the common female slave will be bought for 650 caps, and male for 400 caps while children are taken for 200 caps.

You also get +6 reputation with Slaver's Guild for every slave you sell.

About slaves leveling

All kind of slaves should level up now.

NPCs that can be turned into slaves

Not all NPCs can be turned into slaves, and most of them can't use a lot of weapons. The following board will help you to get informations about it. A slave that has, for example, his Melee weapon in hand won't be able to use a rifle, because he'll firstly attack with its Melee weapon.


Poor people and slaves

Names Skins Where to encounter Weapons handled* Comments
Average Peasant (Male) Near Den. Clubs, grenades and SMG. He won't survive any serious battle with low skills and health points.
Average Peasant (Female) Near Den. Grenades, pistols, rifles. You have to consider do you enjoy her outlook, because it might be only good point to catch her.
Child (Male) Near Klamath.
Child (Female) Near Klamath.
Clever Slave (Male) Near Den, caves. Knives, clubs, grenades and pistols.
Clever Slave (Female) Near Den, caves. Knives, grenades, pistols.
Combat Slave (Male) Moonshiners encounter near of Modoc All sorts of weapons. This kind of slaves have low health points and even combat skills aren't so high either. But view of guy in Leather Armor with a Gatling can surely scare off your attackers.
Combat Slave (Female) Rarely caves, Moonshiners encounter near of Modoc All sorts of weapons. Very similar to male Combat Slave except little lower skills and health.
Cute Slave Near Den, caves. Knives, grenades, pistols. Really weak and unskilled slave.
Farmer (Male) Near Klamath.
Farmer (Female) Near Klamath. Grenades, pistols, rifles.
Generic Slave (Male) Near Den. Grenades, knives, spears, hammers and SMG.
Generic Slave (Female) Near Den. Grenades, knives, spears, hammers.
Handsome Slave Near Den, caves.
Healthy Slave (Male) Near Den, caves. Knives, clubs, grenades and pistols.
Healthy Slave (Female) Near Den, caves. Grenades, pistols, rifles.
Strong Peasant Near Den.
Strong Peasant (68) Near Den. Knives, grenades and SMG.
Strong Slave (Male) Near Den, caves.
Strong Slave (Female) Near Den, caves. Grenades, pistols, rifles.
Weak Peasant (Male) Near Den. Knives, hammers, grenades and rifles. What a waste of rope.
Weak Peasant (Female) Near Den. Knives, grenades, pistols. The fact of being unskilled makes her mostly useless.

*Weapon handled - Tells what weapons slaves can hold. All slaves can use both unarmed and throw weapons. 14mm pistol is tagged as SMG because of used sprite (skin animation).

Wanderers and primitives

Names Skins Where to encounter Weapons handled* Comments
Fisherman Coast - west of Arroyo. Grenades, knives, spears, hammers and SMG. Good with throwing knives and melee weapons. They can use grenades too but tend to kill themselves usually by throwing it to targets that are too close.
Fisherwoman Coast - west of Arroyo. Grenades, knives, spears, hammers. Good with throwing knives and melee weapons. They can use grenades too but tend to kill themselves usually by throwing it to targets that are too close.
Nomad (Male) Near Arroyo. Grenades, knives, spears, hammers and SMG. They have some damage resistence and small gun skills. They are better with melee weapons.
Nomad (Female) Near Arroyo. Grenades, knives, spears, hammers. A bit weaker then male nomads. But she is quite ok with melee too.
Holy Man Everywhere, and particularly at west of Den. Knives, Spears. They are fun :) But have zero Damage Resistances and Damage Thresholds which makes them very vulnerable.
Holy Woman Everywhere, and particularly at west of Den. Knives, Spears. They are fun :) But have zero Damage Resistances and Damage Thresholds which makes them very vulnerable.
Lone Wanderer Everywhere. Knives, Spears. As Holy Persons, they are fun :) but almost useless, because they only can handle knives, spears or fight in Hand to Hand.
Wilder (Male) Some places on coast. Grenades, knives, spears, hammers and SMG. They are quite good with knives and hammers. Although he can use some small guns his skills are horrible.
Wilder (Female) Some places on coast. Grenades, knives, spears, hammers. Female wilders are quite good with knives and hammers.

*Weapon handled - Tells what weapons slaves can hold. All slaves can use both unarmed and throw weapons. 14mm pistol is tagged as SMG because of used sprite (skin animation).

Patrols

Names Skins Where to encounter Weapons handled* Comments
Bootlegger (Male) Near Redding, caves. Knives, hammers, grenades and rifles. The fact that he can handle a rifle makes him useful. However he's better melee, throw or Hand to Hand fighter. If only bootlegger was tougher.
Bootlegger (Female) Near Redding, caves. Grenades, pistols, rifles. This bootlegger can successfully handle some sorts of guns, but low perception affects her range what makes her more accurate in Hand to Hand combat. She is tougher than looks like.
Homesteader (Male) Near Redding. Knives, clubs, grenades and pistols. They can be useful with a Cattle Prod or a pistol. If they only have more hit points.
Homesteader (Female) Near Redding. Knives, grenades and SMG. As the female Homesteader, she has good eyesight, what makes her accurate shooter.

*Weapon handled - Tells what weapons slaves can hold. All slaves can use both unarmed and throw weapons. 14mm pistol is tagged as SMG because of used sprite (skin animation).

Criminals

Names Skins Where to encounter Weapons handled* Comments
Bandit (Male) Near Den and Klamath, rarely caves. Knives, grenades, pistols and SMG. It's really hard to find though bandit, but still possible. With advanced pistols they can scare enemies flooding them with bullets. Unfortunately, not all of them hit the target.

Can be leveled up, gaining +2 HP every level.

Bandit (Female) Near Den and Klamath. Knives, spears, grenades and SMG. She isn't much healthy but can use all kind of knives. Bandit is also good Hand to Hand fighter. She needs large amount of ammunition to hit enemy.

Can be leveled up, gaining +2 HP every level.

Trapper (Male) Near Klamath. Spears, grenades, pistols, SMG and rifles. Can be leveled up, gaining +4 HP every level. Outdoorsman 90.
Trapper (Female) Near Klamath. Knives, spears, grenades. Can be leveled up, gaining +4 HP every level. Outdoorsman 100.

*Weapon handled - Tells what weapons slaves can hold. All slaves can use both unarmed and throw weapons. 14mm pistol is tagged as SMG because of used sprite (skin animation).

Ghouls

Names Skins Where to encounter Weapons handled* Comments
Ghoul Crazy Near Gecko, Broken Hills and Necropolis. Spears, rifles. They are good snipers, but really slow. They are really useful guarding a place. If you don't give them any rifle, they are almost useless, though.

Can be leveled up, gaining +3 HP every level.

Ghoul Scavenger Near Gecko and Necropolis. Knives, pistols. More useful than Ghoul crazies, because they can run, which also makes them harder to catch.

Can be leveled up, gaining +3 HP every level.

*Weapon handled - Tells what weapons slaves can hold. All slaves can use both unarmed and throw weapons. 14mm pistol is tagged as SMG because of used sprite (skin animation).

Brahmin

Brahmin can be captured in the same way as a slave, but you do not need to be a slaver in order to tame a brahmin. Brahmin also do not have combat dialogue.

Names Skins Where to encounter Weapons handled Comments
Brahmin Various places, but especially around Modoc. Unarmed Brahmin are used as mules to carry items and help store or transport them.

*Weapon handled - Tells what weapons slaves can hold. All slaves can use both unarmed and throw weapons. 14mm pistol is tagged as SMG because of used sprite (skin animation).