Enslave

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Slavery is a system of humans as property that can be bought and sold. They can held from the time of their capture (if the pc has a slaver tatoo) or purchase. Generally speaking they have no right to leave, to refuse to work, or payment. Slavery is illegal in some cities, most notably the NCR (which sponsors anti-slaver vigilantes).

Only slavers can buy slaves from or sell them to Metzger; Anyone can buy and sell slaves between players. Slaves generally have limited combat skills and limited carry weight for resources, but much better AI than brahmin. Slaves are best used in private mines, as it is not against game rules to kill slaves in guarded mines (does not effect reputation in the city).

Enslavement

  • To enslave an npc, you will need :

In the current system all characters 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 extra slot for a slave.

How to Enslave

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

  • If you succeed at enslaving them, 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 all NPCs, only some. See below for which ones...

Carry weight

  • Slaves have unlimited carry weight except for resources:
    • When the slave attempts to dig resources, item weight from his inventory is checked - if it's 200kg or more, then he won't dig anything.
    • All slaves have the same carry weight cap, regardless of their strength. (200kg)

Prices

Prices vary a lot, but the common female slave will be bought for 300 caps, and male for 400 caps while children are taken for 200 caps. On the side note - female Combat Slaves can be sold for 650 caps.

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 information 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 Appearance 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 looks, because it might be the 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 slave has low health points, and even combat skills aren't so high either. But seeing a 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 slightly 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 that she's 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 resistance 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 can only 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. Good with rifles and more capable in HtH combat, yet their HP leaves much to be desired.
Bootlegger (Female) Near Redding, caves. Grenades, pistols, rifles. This bootlegger can successfully handle several small guns, but low Perception affects her range, leaving her more accurate in HtH combat. She is tougher than she looks.
Homesteader (Male) Near Redding. Knives, clubs, grenades and pistols. They can be useful with a Cattle Prod or a pistol. Lack of decent hit points holds back their potential.
Homesteader (Female) Near Redding. Knives, grenades and SMG. As the female Homesteader she has good perception, making her an accurate shooter at a reasonable range.

*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 a Tough Bandit, but still possible. Can be decently effective when armed with a higher-tier pistol, though will need a good bit of amount of ammo to deal with the not-so-good skill.

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

Bandit (Female) Near Den and Klamath. Knives, spears, grenades and SMG. Doesn't have very much health but can use all kind of knives. The Female Bandit is also a good HtH fighter. Expect to dump a lot of ammo on them if you arm them with a small gun.

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. Despite being slow and shambling, they are fantastic snipers. If left unarmed, however, they are next to useless.

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

Ghoul Scavenger Near Gecko and Necropolis. Knives, pistols. In terms of melee and short range weapons, they can be more useful than the Ghoul Crazies as they can run after their targets. Their ability to run also makes them harder to catch, though not by much.

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).