Slavery
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* '''[[Charisma]]''' : At least '''3'''. With 10, you'll be able to carry 4 slaves at a time (Remember that the formula to carry followers is ([[Charisma]]/2)-1. With CH 10 and the [[Magnetic Personality]] [[perk]], you'll be able to carry 5 slaves at a time. 5 [[Charisma]] will make you able to carry two slaves, 7 [[Charisma]] : three slaves. | * '''[[Charisma]]''' : At least '''3'''. With 10, you'll be able to carry 4 slaves at a time (Remember that the formula to carry followers is ([[Charisma]]/2)-1. With CH 10 and the [[Magnetic Personality]] [[perk]], you'll be able to carry 5 slaves at a time. 5 [[Charisma]] will make you able to carry two slaves, 7 [[Charisma]] : three slaves. | ||
* Some '''[[ropes]]''', one per NPC to enslave. | * Some '''[[ropes]]''', one per NPC to enslave. | ||
− | * Some '''healing''' stuff ([[Healing powders]], [[ | + | * Some '''healing''' stuff ([[Healing powders]], [[stimpaks]] or high [[First Aid]] skill etc.). |
=== How to ? === | === How to ? === |
Revision as of 16:53, 30 March 2010
Slavery is a FOnline: 2238 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.
You can trade (give) slaves to other players.
Contents |
To become a slaver
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 haven't got enough charisma, or if you haven't the slaver perk that Metzger will give you, you can't enslave people.
How to ?
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 tattoo and a nice special perk that has no effect, but makes you unable to forget you're a member of the Slaver Guild. Useful, isn't it ?
Positive side
As a slaver, you will be able...
- To take the town control of the Den.
- To enslave NPCs, if you have charisma too.
Negative side
Being a slaver...
- Some NPCs will refuse to talk with you, for example merchants in Modoc and Klamath.
- 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 |
The Enclave | +100 | Neutral |
New California Republic | +100 | Neutral |
Bishop Family | +100 | Neutral |
LA Scavengers | +150 | 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 |
Selling your slaves
Once you have enslaved people, and once they follow you, you can earn caps by selling them to notorious slavers :
Male slaves will be bought 200 caps, females will be bought for less.
Enslaving
Requirements
To enslave, you will need :
- Charisma : At least 3. With 10, you'll be able to carry 4 slaves at a time (Remember that the formula to carry followers is (Charisma/2)-1. With CH 10 and the Magnetic Personality perk, you'll be able to carry 5 slaves at a time. 5 Charisma will make you able to carry two slaves, 7 Charisma : three slaves.
- Some ropes, one per NPC to enslave.
- Some healing stuff (Healing powders, stimpaks or high First Aid skill etc.).
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...
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. | |
Combat Slave (Male) | No one knows! | 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. If we only know, where to get them... | |
Combat Slave (Female) | Rarely caves | 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. | |
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 |
---|---|---|---|---|
Holy Person | Everywhere, and particularly at west of Den. | Knives. | They are fun :) but almost useless, because they only can handle knives or fight in Hand to Hand. | |
Lone Wanderer | Everywhere. | Knives. | As Holy Persons, they are fun :) but almost useless, because they only can handle knives or fight in Hand to Hand. |
*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. | None. | 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).
Criminal
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. | |
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. |
*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 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. | |
Ghoul Scavenger | Near Gecko and Necropolis. | Spears, pistols. | More useful than Ghoul crazies, because they can run, which also makes them harder to catch. |
*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).