Assignments and Jobs - Educator: Difference between revisions
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==== Spiritual ==== | ==== Spiritual ==== | ||
* Raises trainee '''Kindness''' to a cap of 80 ''''' | * Raises trainee '''[[Attributes (NPCs)#Kindness|Kindness]]''' to a cap of 80 '''''IF''''' the educator is [[Traits (NPCs)#Pure|Pure]] (trait value 75+) '''''OR''''' is very [[Attributes (NPCs)#Kindness|Kind]] (attribute value 80+). | ||
* The educator can decrease his/her trainee's '''Devotion''' down to 14 ''''' | * The educator can decrease his/her trainee's '''[[States (NPCs)#Devotion|Devotion]]''' down to 14 '''''IF''''' they are not of the same [[Religion]] '''''AND''''' the trainee's faith is not [[Hellenism]]. | ||
* The educator | * The educator will '''[[Conversion|Convert]]''' his/her trainee to the educator's '''[[Religion]]''' '''''IF''''' the trainee's [[States (NPCs)#Devotion|Devotion]] is 14 or lower. Trainees cannot be converted into [[Hellenism]]. | ||
* The educator can increase his/her trainee's '''Devotion''' up to 130 or to the educator's current Devotion, whichever is lower, '''''if''''' they are of the same faith. | * The educator can increase his/her trainee's '''[[States (NPCs)#Devotion|Devotion]]''' up to 130 or to the educator's current [[States (NPCs)#Devotion|Devotion]], whichever is lower, '''''if''''' they are of the same [[Religion|faith]]. | ||
==== Adventures ==== | ==== Adventures ==== | ||
* Raises trainee wilderness '''Survival''' ability to a cap of 100 or to the educator's current wilderness Survival ability, whichever is lower. | * Raises trainee wilderness '''[[Skills (NPCs)#Survival|Survival]]''' ability to a cap of 100 or to the educator's current wilderness Survival ability, whichever is lower. | ||
* Raises trainee '''Scavenger''' trait | * Raises trainee '''[[Traits (NPCs)#Scavenger|Scavenger]]''' trait value '''''IF''''' the trainee has 60+ [[Skills (NPCs)#Survival|Survival]] and '''''IF''''' the educator also has the [[Traits (NPCs)#Scavenger|Scavenger]] trait (at value 100). | ||
* Educator | * Educator will bring home some '''[[Merchandise]]''' most days while conducting training (78% chance, for 1 to 4 units). | ||
==== Domestic ==== | ==== Domestic ==== | ||
* Raises trainee '''Domestic''' | * Raises trainee '''[[Skills (NPCs)#Domestic|Domestic]]''' skill to a cap of 130 or to the educator's current [[Skills (NPCs)#Domestic|Domestic]] skill, whichever is lower. | ||
* Raises trainee '''Gardening''' | * Raises trainee '''[[Skills (NPCs)#Gardening|Gardening]]''' skill to a cap of 130 or to the educator's current [[Skills (NPCs)#Gardening|Gardening]] skill, whichever is lower. | ||
* | * Raises trainee '''[[Traits (NPCs)#Perfectionist|Perfectionist]]''' trait value, '''''IF''''' the trainee has 80+ [[Attributes (NPCs)#Discipline|Discipline]] '''''AND''''' the educator is a [[Traits (NPCs)#Perfectionist|Perfectionist]] (trait value 75+) '''''AND''''' the '''<u>Mental</u>''' template is also selected. | ||
Latest revision as of 06:44, 25 October 2025
Overview
Educators passively train up the stats and traits of NPCs assigned to them. The only NPCs they cannot train are Paragons (note: if you marry a Paragon you can assign her to an educator). It is a full daytime job, although you can still freely interact with Educators during the day. They will train assigned NPCs according to their player-chosen Templates (see below). An educator can train any number of NPCs, but they incur a penalty to their rolls per additional Trainee above four. You can have up to four Educators in your Household. You can only assign a Trainee to one Trainer. Being assigned to a Educator does not count as a Job; trainees can still do their normal Jobs, but with a -20 roll penalty. Trainees with jobs outside the city that requires extended stays away from your house cannot gain anything from Educators (e.g. the Foreman of Zapin Fields or Kahill Outpost, and even your Gladiatrixes assigned to the Arena).
Trainees can be assigned to an educator through the NPC Menu, in the Houserules tab second page. Hovering your mouse over the number beside the Educator's name shows that Educator's Trainees, and any roll penalty from having more than four Trainees. Hovering your mouse on the scroll on the right side of the Educator's name shows the Educator's Templates.
If you permit it, Educators will sexually use their assigned slaves, with consequent effects on their Happiness, Fear, Humiliation, and Oral/Vaginal Wear - and Happiness gains to the Educator. Educators will naturally prefer trainees with higher Beauty stats. They will also not have sex with children, or with anyone related to them. Male educators have a lower Corruption threshold before they will agree to have sex with their trainee (Corruption 25+) than female educators (Corruption 60+). Educators with Nymphomaniac or Perverted traits circumvent this corruption requirement. Male educators will not sexually use male trainees. Female educators will not sexuually use female trainees unless the educator's Corruption is 80+ or her Lesbian Devotion is 40+. Trainees with status of Servant or higher, with Willpower above 4 and Corruption stat lower than 40, will refuse sexual advances from Educators with Beauty below 40 (for male Ttrainees under a female Educator) or Lesbian Devotion of 40+ (for female Trainees under a female Educator).
Educators with 60+ Corruption, the Dominant trait, or the Malevolent trait can be given the option to dominate their trainees, lowering trainee Willpower to a floor of 0, and increasing their Submissive trait.
Templates
Educators are assigned their templates by clicking the (i) icon next to the educator button in the Jobs & Titles. Each template has a tooltip that can be opened by hovering your mouse over the (i) icon beside them. The more templates you assign, the less effective the Educator is. Some traits will require a combination of templates to train up. For example, Brawler will require both Combat and Physical templates.
Combat
- Raises trainee Melee Combat and Ranged Combat abilities to a cap of 130 or to the educator's Melee Combat and Ranged Combat experiences, respectively. Trainees with the Pacifist trait are capped at 110 maximum when learning from an educator.
- If the educator has both this template and the Physical template below, he/she has a chance to raise a trainee's Brawler and Warrior trait value, unless the trainee has the Pacifist trait.
Physical
- Raises trainee Strength to a cap depending on their body type: 130 (Herculean), 110 (Muscular males), 90 (Normal, Curvy, Well-Built, Muscular female, and Plump), and 80 (Very Petite and Petite).
- Raises trainee Dexterity to a cap depending on their body type: 120 (Very Petite and Petite), 100 (Normal females), 90 (Curvy, Well-Built, Plump, and Muscular females, and Normal males), 75 (Muscular males), 45 (Herculean).
- Raises trainee Stamina to a cap of 120.
- Note that the Educators do not need to be at peak physical condition themselves to train their trainees' Strength, Dexterity, and Stamina to peak physical condition.
- Raises trainee Acrobatics to a cap limited by the Acrobatics skill of the Educator, and also ultimately limited depending on the trainee's body type: 130 for Very Petite, Petite, and Normal females, 80 for Herculean, and 110 for all other body types.
Free Thinking
- Raises trainee Willpower to a cap of 130 or to the educator's current Willpower, whichever is lower.
- Raises the trainee's Extroverted trait value if the trainee does not have the Shy trait, and the educator is also Extroverted (trait value 75/100 or higher).
- Raises the trainee's Pure trait value if the trainee does not have the Malevolent trait, and the educator is also Pure (trait value 75/100 or higher).
Mental
- Raises trainee Intelligence to a cap of 100 or to the cap of the educator's current Intelligence, whichever is lower.
Education
- Raises trainee Academic knowledge to a cap of 130 or to the Educator's current Academic skill, whichever is lower.
- Raises trainee Scientific knowledge to a cap of 130 or to the Educator's current Scientific skill, whichever is lower.
- Raises trainee Administrative skills to a cap of 100 or to the Educator's current Administrative skill, whichever is lower.
- Raises the trainee to be a Nerd, if the trainee has 80+ in both Academics and Science, and the Educator is also a Nerd (trait value 100/100).
Medicine
- Raises trainee Medicine skill to a cap of 130 or to the Educator's current Medicine skill, whichever is lower.
Performance
- Raises trainee Performance to a cap of 100 or to the educator's current Performance, whichever is lower.
- Raises trainee Dancing ability to a cap of 130 or to the educator's current Dancing ability, whichever is lower.
- Raises trainee Charisma to a cap of 100 or to the educator's current Charisma, whichever is lower, if the Educator is Extroverted (trait value 75/100 or higher) and the trainee has 60+ Happiness, and as long as the Free Thinking template is also selected. If the educator is Tuner Jackson, the trainee will gain Charisma regardless of whether these requirements are met.
- Raises trainee Starlet trait if the trainee and educator are both Extroverted (trait value 75/100 or higher) and the educator is a Starlet (trait value 100/100). If the educator is Tuner Jackson, the trainee will learn to be a Starlet regardless of whether these requirements are met.
Spiritual
- Raises trainee Kindness to a cap of 80 IF the educator is Pure (trait value 75+) OR is very Kind (attribute value 80+).
- The educator can decrease his/her trainee's Devotion down to 14 IF they are not of the same Religion AND the trainee's faith is not Hellenism.
- The educator will Convert his/her trainee to the educator's Religion IF the trainee's Devotion is 14 or lower. Trainees cannot be converted into Hellenism.
- The educator can increase his/her trainee's Devotion up to 130 or to the educator's current Devotion, whichever is lower, if they are of the same faith.
Adventures
- Raises trainee wilderness Survival ability to a cap of 100 or to the educator's current wilderness Survival ability, whichever is lower.
- Raises trainee Scavenger trait value IF the trainee has 60+ Survival and IF the educator also has the Scavenger trait (at value 100).
- Educator will bring home some Merchandise most days while conducting training (78% chance, for 1 to 4 units).
Domestic
- Raises trainee Domestic skill to a cap of 130 or to the educator's current Domestic skill, whichever is lower.
- Raises trainee Gardening skill to a cap of 130 or to the educator's current Gardening skill, whichever is lower.
- Raises trainee Perfectionist trait value, IF the trainee has 80+ Discipline AND the educator is a Perfectionist (trait value 75+) AND the Mental template is also selected.