Skills (NPCs): Difference between revisions
Created page with "All slaves have a broad set of skills that affect their character, work possibilities and other factors that can be used by the player in various ways. ==Academics== Academics determines a slave's general knowledge and education. Reaching a value of 40 enables her to work as a lecturer at the academy. A value of 70 makes her eligible for a professor's assignment, which also brings you a boost in Influence. Increase Academics * By homeschooling your slave in the Academi..." |
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In addition to [[Attributes (NPCs)|'''Attributes''']], [[Traits (NPCs)|'''Traits''']] and [[States (NPCs)|'''States''']], each NPC has a broad set of '''Skills''' that affect his or her character, work possibilities and other factors that can be used by the player in various ways. These are grouped into '''General Skills''' and '''Sexual Skills'''. | |||
= General Skills = | |||
==Academics== | ==Academics== | ||
Academics determines a | Academics determines an NPCs general knowledge and education. Reaching a value of 40 enables the NPC to work as a lecturer at the academy. A value of 70 makes him or her eligible for a professor's assignment, which also brings you a boost in Influence. | ||
'''Increase Academics''' | |||
* By [[Homeschooling]] the NPC in the Academics subject (cap 130, and success chance reduces as NPC's skill increases: -10 if 80-99, or -25 if 100-119, or -55 if 120-129). | |||
*By Lecturing your Followers in your [[Gazebo]], if you've built one in your [[The yard|Yard]]. Lectures take 2 hours, you can do one per day, and each Follower will have a good chance of gaining +1. Cap: 70. | |||
*By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Education|Education]]" template (cap: 130 or the Educator's current Academic skill, whichever is lower). | |||
* By assigning the NPC to the "[[The Academy#Science and Hardware|Science & Hardware]]" or the "[[The Academy#History and Anthropology|History & Anthropology]]" courses at the Academy (12% and 22% daily chances, respectively; cap: 120). | |||
* By assigning the NPC as an Academics professor (10% chance). | |||
* By letting the NPC work as a lecturer or professor. | |||
* Through random events. | |||
==Administration== | |||
Administration determines an NPCs knowledge of handling numbers, streamlining business enterprises and managing a household's economy. It is a vital tool for any appointed '''[[Assignments and Jobs - Accountant|Accountant]]'''. | |||
'''Increase Administration''' | |||
* By [[Homeschooling]] (cap 100, and success chance dependent on MC's and NPC's Admin skill: +20 if MC has the [[Expert traits (MC)#Business Competence|Business Competence]] trait, -20 if MC Admin <50, -50 if MC admin < NPC admin, -10 if NPC Admin 60-79 or -50 if NPC Admin 80-99). | |||
* By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Education|Education]]" template (cap: 130 or the Educator's current Administration skill, whichever is lower). | |||
* By upgrading your Office (cap: 100). | |||
* By applying the NPC to the "[[The Academy#Administration and Domestic Art|Administration and Domestics]]" program at the Academy (20% daily chance of +1, cap: 70; then if INT 50+, 10% daily chance of further increase to 100). | |||
* By allowing the NPC to work as an [[Assignments and Jobs#Accountant|Accountant]] with an INT that's 60+ (cap: 130). | |||
*By Assigning the NPC to work in one of the MC's Taverns, and, if the Barkeeper assigns them to a [[Taverns#Assignments|Host/Hostess]] role there (i.e. if they are better suited for that role than they are for any of the other possible roles in the Tavern), they will have a have a daily chance (12%) to increase their Administration skill (cap: 80). | |||
== Medicine == | |||
An NPC's Medicine skill enables him or her to heal other Household members in a variety of ways. A skill of 25+ allows assignment of the title [[Titles (Slaves)#Nurse|Nurse]]. Nurses restore Health Points to the MC and NPCs overnight - their number of patients determined by their [[Attributes (NPCs)#Discipline|Discipline]], and the amount healed per patient determined by their Medicine skill. Nurses also dispense [[Ointment]] to treat sexual [[wear]] overnight. NPCs with Medicine skill 60+ can also treat the MC and other NPCs in combat, using [[Tendstim combat injector|Tendstim combat injectors]] - and a skill of 100+ allows use of two Combat Tendstims per round. | |||
'''Increase Medicine''' | |||
* By [[Homeschooling]], if MC has [[The Player#Medicine|Medicine]] skill 40+ (cap 130, and success chance reduces as NPC's skill increases: -10 if 80-99, or -25 if 100-119, or -65 if 120-129). | |||
* By assigning an NPC to the [[The Academy#Administration and Domestic Art|Domestic]] course at [[The Academy]] (cap: 30). | |||
* By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] teaching [[Assignments and Jobs - Educator#Medicine|Medicine]] (cap: 130 or the Educator's Medicine skill, whichever is lower.). | |||
== Science == | |||
Science determines an NPC's general education in natural history, computer hardware and mechanical knowledge. Reaching a value of 40+ enables him or her to work as a lecturer at the academy. A value of 70+ makes the NPC eligible for a professor's assignment, which also brings you a boost in Influence. Note that professors need to be at least 21. You can apply teenage professors if your Influence is 6,000+. | |||
'''Increase Science''' | |||
* By [[Homeschooling]] the NPC in the Science subject (cap 130, and success chance reduces as NPC's skill increases: -10 if 80-99, or -25 if 100-119, or -50 if 120-129). | |||
*By Lecturing your Followers in your [[Gazebo]], if you've built one in your [[The yard|Yard]]. Lectures take 2 hours, you can do one per day, and each Follower will have a good chance of gaining +1. Cap: 70. | |||
*By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Education|Education]]" template (cap: 130 or the Educator's current Science skill, whichever is lower). | |||
* By assigning the NPC to the "[[The Academy#Science and Hardware|Science & Hardware]]" or the "[[The Academy#History and Anthropology|History & Anthropology]]" courses at the Academy (18% and 12% daily chances, respectively; cap: 120). | |||
* By assigning the NPC as a Science professor (10% chance). | |||
* By allowing the NPC to work as a lecturer or professor. | |||
* Through random events (e.g. in the [[Shed]]; uncapped). | |||
== Melee Combat == | |||
* Primary determinant of person's chance to hit with a Melee weapon in Combat. | |||
*If skill 80+, allows the person to choose their starting Range in [[Combat System#Movement and Distance|Combat]] (Close or Distant). | |||
*Contributes to the person's effectiveness as a [[Assignments and Jobs#Guard|Guard]] (+1 to [[Assignments and Jobs - Guard#Guard Value|Guard Value]] at skill 80+, +2 at 100+, and +3 at 130+, if holding a melee weapon). | |||
* Contributes to the person's [[Assignments and Jobs - Captain of the Guard|Captain]] skill. | |||
*If skill 40+, the person counts as a Soldier for the purposes of calculating [[Halidor|your Faction]]'s [[Power Value]]. | |||
*If Skill 80+, the person is always confident in Combat (NPCs and enemies with WILLPOWER below 5 (25 on [[Grimdark]] difficulty) have a 10% risk of becoming [[Nervous]] in combat (incurring a -50 Chance for one round) ''if'' both their Ranged and Melee skills are below 80). | |||
'''Increase Melee Combat skill by:''' | |||
* Assigning the NPC as a Follower and doing a Training session in Melee Combat. | |||
*Having them work as a [[Assignments and Jobs - Guard|Household Guard]] (small chance of daily +1 increase; chance dependent on Skill of your assigned [[Assignments and Jobs - Captain of the Guard|Guard Captain]]; cap: 80). | |||
*Having them with you as a [[Follower]] in Combats in which they use Melee weapons (+1 to skill each time they get a critical success; cap: 150). | |||
*Assigning them to [[Assignments and Jobs#Gladiatrix training and performance|train at The Arena]] (15% chance of +1, capped at 80). | |||
*Pitting them in slave [[The Arena#The Crystal Hills Arena Gladiatrix School|combats at the Arena]] (15-20% chance of a +1 skill increase in each combat). | |||
*By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Combat|Combat]]" template (cap: 130 or the Educator's current Melee skill, whichever is lower; cap: 110 for [[Traits (NPCs)#Pacifist|Pacifists]]). | |||
*By Assigning the NPC to work in one of the MC's Taverns, and, if the Barkeeper assigns them to a [[Taverns#Assignments|Bouncer role]] there (i.e. if they are better suited for that role than they are for any of the other possible roles in the Tavern), they will have a have a daily chance (12%) to increase their Melee skill (cap: 80). | |||
== Ranged Combat == | |||
* Primary determinant of person's chance to hit with a Ranged weapon in Combat. | |||
*At skill 40+, can use Medium Recoil weapons without penalty chance to hit. | |||
*At skill 70+, can use High Recoil weapons without penalty chance to hit. | |||
*Contributes to the person's effectiveness as a [[Assignments and Jobs#Guard|Guard]] (+1 to [[Assignments and Jobs - Guard#Guard Value|Guard Value]] at skill 80+, +2 at 100+, and +3 at 130+, if holding a ranged weapon). | |||
* Contributes to the person's [[Assignments and Jobs - Captain of the Guard|Captain]] skill. | |||
*If skill 40+, the person counts as a Soldier for the purposes of calculating [[Halidor|your Faction]]'s [[Power Value]]. | |||
*Above skill 50, starts to increase Ranged combat damage due to ability to aim at more vulnerable body parts (approx +1 damage per 10 skill points above 50, rounded up). | |||
*If Skill 80+, the person is always confident in Combat (NPCs and enemies with WILLPOWER below 5 (25 on [[Grimdark]] difficulty) have a 10% risk of becoming [[Nervous]] in combat (incurring a -50 Chance for one round) ''if'' both their Ranged and Melee skills are below 80.) | |||
'''Increase Ranged Combat skill by:''' | |||
* Assigning the NPC as a Follower and doing a Training session in Ranged Combat. | |||
*Having them work as a [[Assignments and Jobs - Guard|Household Guard]] (small chance of daily +1 increase; chance dependent on Skill of your assigned [[Assignments and Jobs - Captain of the Guard|Guard Captain]]; cap: 80). | |||
*Having them with you as a [[Follower]] in Combats in which they use Ranged weapons (+1 to skill each time they get a Critical Success; cap: 150). | |||
*Assigning them to [[Assignments and Jobs#Gladiatrix training and performance|train at The Arena]] (10% chance of +1, capped at 60). | |||
*By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Combat|Combat]]" template (cap: 130 or the Educator's current Ranged skill, whichever is lower; cap: 110 for [[Traits (NPCs)#Pacifist|Pacifists]]). | |||
== Domestic == | |||
An NPC's Domestic value determines his or her cooking skills, cleaning skills, neatness, and ability to decorate your home. It's a vital skill for [[Assignments and Jobs#House Maid|Maids]], [[Assignments and Jobs#Footman|Footmen]], and your [[Titles (Slaves)#Head Maid|Head Maid]], [[Titles (Slaves)#Pantry girl|Pantry Girl]], [[Titles (Slaves)#Head Chef|Head Chef]] and [[Titles (Slaves)#Butler|Butler]]. Benefits include: | |||
* If [[Titles (Slaves)#Head Maid|Head Maid's]] Domestic skill is below 20 or if her '''[[Attributes (NPCs)#Intelligence|Intelligence]]''' is below 30: +$5 Household maintenance cost/day. | |||
* if [[Titles (Slaves)#Head Maid|Head Maid's]] Domestic skill is above 60: -$3 maintenance cost/day. | |||
* If [[Titles (Slaves)#Pantry girl|Pantry Girl's]] Domestic skill is below 20: Pantry girl spoils one extra Ration per day. | |||
* If [[Titles (Slaves)#Pantry girl|Pantry Girl's]] Domestic skill is below 20 ''and'' [[Attributes (NPCs)#Intelligence|Intelligence]] is below 30: Small daily risk (0.5%/day) of food poisoning incident in which the MC and all in his household suffer -15 Health points damage. | |||
* If [[Titles (Slaves)#Pantry girl|Pantry Girl's]] Domestic skill is above 50: +15 success chance during dinner parties, IF slave is assigned as a servant. | |||
* If [[Titles (Slaves)#Pantry girl|Pantry Girl's]] Domestic skill is above 60: Seasoning/food luxuries costs 50% less. | |||
* If [[Titles (Slaves)#Pantry girl|Pantry Girl's]] Domestic skill is above 60: enhances the work of the household's [[Titles (Slaves)#Head Chef|Head Chef]], generating '''[[Flair]]''' during parties and boosting [[Influence]] based on the level of '''[[Luxury]]''' (Relish and Drinks). | |||
* If [[Titles (Slaves)#Pantry girl|Pantry Girl's]] Domestic skill is above 80: Household members are fed using 1 [[Ration]] less/day each (minimum: 1). | |||
* Domestic skill increases the [[Slave Market - Auction Slave - Base Price Calculations|base value of a slave]]: +$200 at skill 30+ or +$400 at 50+ or +$1,200 at 80+, plus +$500 at 70+ at Watery Eyes slave market. | |||
'''Increase Domestic''' | |||
* By [[Homeschooling]] an NPC in the Domestic arts (cap 130, and success chance reduces as NPC's skill increases: -10 if 80-99, or -25 if 100-119, or -50 if 120-129). | |||
* By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Domestic|Domestic]]" template (cap: 130 or the Educator's current Domestic skill, whichever is lower). | |||
*By assigning the NPC to work as a [[Assignments and Jobs#House Maid|Household Maid]] (daily 15% chance of +1 increase, capped at 60). | |||
* By applying an NPC to the [[The Academy#Administration and Domestic Art|Administration and Domestic Art]] program at the Academy (18% chance a day). | |||
*By Assigning the NPC to work in one of the MC's Taverns, and, if the Barkeeper assigns them to a [[Taverns#Assignments|Waiter/Waitress or Busboy/girl]] role there (i.e. if they are better suited for that role than they are for any of the other possible roles in the Tavern), they will have a have a daily chance (12%) to increase their Domestic skill (cap: 80). | |||
*Sometimes when "Explaining" their duties to the NPC. | |||
* Through random events. | |||
==Acrobatics== | |||
Acrobatics measures an NPC's flexibility. It's considered a fine art in Ikaanos and (especially) a girl who's interested in acrobatics will yearn to attend the prestigious acrobatics shows in Crystal Hills. | |||
'''Increase Acrobatics''' | |||
* By [[Homeschooling]] the NPC in Acrobatics (cap 130, and success chance reduces as NPC's skill increases: -10 if 80-99, or -35 if 100-109, or -65 if 110-119, or -95 if 120-129). | |||
* By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Physical|Physical]]" template (capped at Acrobatics skill of Educator, with additional cap depending on [[Attributes (NPCs)#Body Type (Frame)|body type]]: 130 for Very Petite, Petite, and Normal females, 80 for Herculean, 110 for all other body types). | |||
* By applying the NPC to the [[The Academy#Gymnastics and Performance|Gymnastic and Performance]] program at the Academy (20% chance a day). | |||
* By winning or performing in [[Gymnasium#Competitions|gymnastics competitions]] (cap: 130). | |||
* Through random events. | |||
==Dancing== | |||
Dancing shows in Ikaanos are almost as popular as acrobatic exhibitions. It's common for slave handlers to apply slaves with good dancing skills to one of Ikaanos' finer restaurants, where she performs in front of high-class visitors, bringing in lots of prestige and influence to her Master's household. | |||
'''Increase Dancing''' | |||
* By [[Homeschooling]] an NPC in Dancing (possible +0-2 points Dancing per 2½ hr session, and if successful, 50% chance of +1 Performance too. Cap 130, and success chance reduces as NPC skill increases: -10 if 80-99, or -35 if 100-109, or -65 if 110-119, or -95 if 120-129.) | |||
* By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Performance|Performance]]" template (cap: 130 or the Educator's current Dancing skill, whichever is lower). | |||
* By applying the NPC to the [[The Academy#Gymnastics and Performance|Gymnastic and Performance]] program at the Academy (15% chance a day). | |||
* Through random events. | |||
==Performance== | |||
Performance skill measures an NPC's showmanship and ability to perform in front of others, as well as their proficiency at the skill they are performing. This might include anything from stand-up comedy to playing the violin. At the moment, the specific type of performance which each NPC has proficiency in is undefined. Dancing or Performance 70+ is one of the requirements for working at the [[The Golden Dragon|Golden Dragon]]. | |||
'''Increase Performance''' | |||
* By [[Homeschooling]] the NPC in Dancing (approximately 50% chance of +1 Performance per per 2½ hr session IF Dancing skill training successful). | |||
* By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Performance|Performance]]" template (cap: 130 or the Educator's current Performance skill, whichever is lower). | |||
* By applying the NPC to the [[The Academy#Gymnastics and Performance|Gymnastic and Performance]] program at the Academy (6% chance a day). | |||
* Working as a Performer at the [[The Golden Dragon|Golden Dragon]] provides a daily chance to raise Performance (15% for +1, cap: 90). | |||
*By Assigning the NPC to work in one of the MC's Taverns, and, if the Barkeeper assigns them to a [[Taverns#Assignments|Performer]] role there (i.e. if they are better suited for that role than they are for any of the other possible roles in the Tavern), they will have a have a daily chance (12%) to increase their Performance skill (cap: 80). | |||
*Random events (e.g. in the [[Shed]]; uncapped) | |||
== Gardening == | |||
The Gardening skill determines an NPC's ability to tend to his or her Master's crops. A high value means a better yield if the NPC is assigned as a Gardener. | |||
For more details see: [[Assignments and Jobs#Gardener|Assignments and Jobs - Gardener]] | |||
'''Increase Gardening''' | |||
* By being assigned as a Gardener (daily 15% chance of +1 increase; cap: 80). | |||
* By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Domestic|Domestic]]" template (cap: 130 or the Educator's current Gardening skill, whichever is lower). | |||
* By applying an NPC to the [[The Academy#Administration and Domestic Art|Administration and Domestic Art]] program at the Academy (16% chance of +1 per day). | |||
==Survival== | |||
The Survival skill determines an NPC's ability to handle themself in the wilderness as well as in urban derelict situations. It includes proficiency in building camps, gathering edible materials, [[Fishing]], [[Hunting]] wild animals, [[Scavenging]] for valuable materials amongst ruins, and even [[Prospecting]] for minerals, ores and gemstones. The skill can be increased by having the NPC practice it, especially by participating in [[Hunting]] trips with the MC. Specific effects include: | |||
* '''Survival <10:''' +5 damage suffered and -10 Yield when [[Assignments and Jobs#Hunter|Hunting]] as a Job. | |||
* '''Survival <15:''' -10 penalty to the MC's [[Hunting]] chance when assisting as a Follower. | |||
* '''Survival <20:''' -(0-2) [[Merchandise]] when [[Assignments and Jobs - Scavenger|Scavenging]] as a Job. | |||
* '''Survival <20:''' -10 Yield when [[Assignments and Jobs#Hunter|Hunting]] as a Job. | |||
* '''Survival <30:''' +3 damage suffered when [[Assignments and Jobs#Hunter|Hunting]] as a Job. | |||
* '''Survival <40:''' +3 damage suffered when [[Assignments and Jobs#Hunter|Hunting]] as a Job. | |||
* '''Survival 40+:''' +5 bonus to the MC's [[Hunting]] chance when assisting as a Follower. | |||
* '''Survival 40+:''' +5 Yield when [[Assignments and Jobs#Hunter|Hunting]] as a Job. | |||
* '''Survival 40+:''' +10 to the MC's [[Prospecting]] chances IF the MC has enough [[Prospecting Gear]] for the assisting Followers. | |||
* '''Survival 60+:''' -5 damage suffered and +15 Yield when [[Assignments and Jobs#Hunter|Hunting]] as a Job. | |||
* '''Survival 60+:''' -5 from any damage suffered when [[Assignments and Jobs - Scavenger|Scavenging]] as a Job. | |||
* '''Survival 60+:''' +(1-3) [[Merchandise]] when [[Assignments and Jobs - Scavenger|Scavenging]] as a Job IF have [[Traits (NPCs)#Perfectionist|Perfectionist]] trait. | |||
* '''Survival 60+:''' 4 in 15 chance of either a [[Tendstim]] or an [[Energy Cells|Energy Cell]] when [[Assignments and Jobs - Scavenger|Scavenging]] as a Job IF have [[Traits (NPCs)#Techie|Techie]] trait. | |||
* '''Survival 60+:''' 4 in 15 chance of an [[Artifacts|Artifact]] (50% Common, 25% Uncommon, 25% Rare IF Academic 80+) when [[Assignments and Jobs - Scavenger|Scavenging]] as a Job IF have [[Traits (NPCs)#Nerd|Nerd]] trait. | |||
* '''Survival 75+:''' Converts [[Skins]] onto [[Leather]] and option to convert [[Meat]] into [[Food]] rations when working as a [[Assignments and Jobs#Hunter|Hunter]]. | |||
* '''Survival 80+:''' +15 bonus to the MC's [[Hunting]] chance when assisting as a Follower. | |||
* '''Survival 80+:''' +25 Yield when [[Assignments and Jobs#Hunter|Hunting]] as a Job. | |||
* '''Survival 90+:''' +(1-3) [[Merchandise]] when [[Assignments and Jobs - Scavenger|Scavenging]] as a Job. | |||
* '''Survival 110+:''' +15 Yield when [[Assignments and Jobs#Hunter|Hunting]] as a Job. | |||
'''Increase Survival Skill by:''' | |||
* Being a [[Follower]] on a [[Hunting]] trip (1 in 4 chance of +1 per successful 2 hour Hunting session; small chance if unsuccessful; cap: 100). | |||
* By assigning the NPC to an [[Assignments and Jobs - Educator|Educator]] using the "[[Assignments and Jobs - Educator#Adventures|Adventures]]" template (cap: 100 or the Educator's current Survival skill, whichever is lower). | |||
* Benefiting from one of a couple of different random daily events. | |||
* Working as a [[Assignments and Jobs#Hunter|Hunter]] (10% daily chance; cap: 100). | |||
* Working as a [[Assignments and Jobs#Scavenger|Scavenger]] (7% daily chance; cap: 60). | |||
= Sexual Skills = | |||
An NPCs sexual skills can be increased by practicing sex with the MC. | |||
The sexual skills of Slaves & Convicts can also be increased by assigning them to a [[Assignments and Jobs - Slave Master|Slave Trainer]] with the Nymphomaniac or Perverted trait, though only male trainers increase Anal skill. Caps = 80 Oral, 80 Vaginal, 60 Anal, 60 Kissing. | |||
==Kissing skill== | |||
Kissing skill indicates those important details while cuddling with a person: their softness, the forming of their mouth, how they bite your neck, or how they hold you lovingly in their arms. | |||
==Oral skill== | |||
A NPC's oral skill determines her ability to stimulate a manhood into ejaculation. | |||
High oral skill directly increases an NPCs earnings from daytime [[Assignments and Jobs#Gold Walkers|goldwalking]] and [[Assignments and Jobs#Tavern Prostitutes|tavern prostitution]], and night-time [[Assignments and Jobs#Prostitution Ring|prostitution ring]] sessions. It also saves money by reducing or eliminating [[Oral Wear]], which requires expensive [[Ointment]] to treat. | |||
[[Accessories and Equipment#Tongue piercing|Tongue piercings]] enhance an NPC's oral skill. | |||
==Vaginal skill== | |||
A female NPC's vaginal skill tells of her general lovemaking experience and her aptness in riding a man (cowgirl). | |||
High vaginal skill '''''indirectly''''' increases an NPCs earnings from daytime [[Assignments and Jobs#Gold Walkers|goldwalking]] and [[Assignments and Jobs#Tavern Prostitutes|tavern prostitution]], and night-time [[Assignments and Jobs#Prostitution Ring|prostitution ring]] sessions, as long as that NPC is not restricted to blowjobs only, by reducing or eliminating [[Oral Wear]], which requires expensive [[Ointment]] to treat. | |||
[[Accessories and Equipment#Clitoris & Belly-Button piercing|Clit piercings]] enhance a girl's Arousal during vaginal sex, but do not add to her skill. | |||
== Copulation == | |||
An man's ability to provide sexual satisfaction to another person with his penis. [[Assignments and Jobs#Prostitution|Prostitution]] assignments are open to male NPCs, though the potentially more profitable night-time [[Assignments and Jobs#Prostitution Ring|Prostitution Ring]] activities are not. | |||
==Anal proficiency== | |||
Anal proficiency is not a skill in the strictest sense, but a sign of how well a male or female NPC can relax their sphincter and take larger manhoods anally. | |||
High anal skill '''''indirectly''''' increases an NPCs earnings from daytime [[Assignments and Jobs#Gold Walkers|goldwalking]] and [[Assignments and Jobs#Tavern Prostitutes|tavern prostitution]], and night-time [[Assignments and Jobs#Prostitution Ring|prostitution ring]] sessions, as long as that NPC is not restricted to blowjobs only, by reducing or eliminating [[Anal Wear]], which requires expensive [[Ointment]] to treat. | |||
== Homosexuality/Lesbian Devotion == | |||
This stat indicates an NPC's willingness to participate in same-sex intercourse (not their underlying interest). Most NPCs start with 0. Higher levels are required to make the NPC happy about engaging in [[Threesomes]] involving another member of the same sex. High levels might also mean they may engage in nightime sexual activity with another NPC of the same sex if "[[Relationships]]" are turned ON in a bedroom they are sharing with that person (if that other person also has some degree of this stat). | |||
'''Decrease by:''' | |||
* Lesbian devotion decreases with vaginal sex orgasm, down to 40, if Affection is Amiable+ | |||
'''Increase by:''' | |||
* small increases when participating in [[Threesomes]] (cap: 73 at Loving+, or 99 if Amiable-). | |||
* +5-8 if losing Virginity in a [[Threesome]]. | |||
* Lesbians in a relationship sharing a room (cap 70). | |||
* Female NPC's sharing a room during a [[Weather|storm]] (cap 30). | |||
* Conclude Day events (no cap). | |||
'''Effects:''' | |||
* Reduced enjoyment of heterosexual sex acts at 25+. | |||
* Minor negatives to [[Seduction]] and [[Marriage]] rolls, starting at 25+ and 30+ respectively. | |||
* Major benefits to [[Threesome]] rolls at 40+; then at around 70+, 80+, and 90+, dialogue about ignoring you and being lesbian only starts appearing. | |||
* At 9 or lower during [[Threesomes]], dialogue about being heterosexual only may appear. | |||
'''Notes:''' | |||
* [[Traits (NPCs)#Feminist|Feminist]] Trait makes Lesbian relationships more likely when sharing the same room. | |||
* | |||
Latest revision as of 13:49, 4 November 2025
In addition to Attributes, Traits and States, each NPC has a broad set of Skills that affect his or her character, work possibilities and other factors that can be used by the player in various ways. These are grouped into General Skills and Sexual Skills.
General Skills
Academics
Academics determines an NPCs general knowledge and education. Reaching a value of 40 enables the NPC to work as a lecturer at the academy. A value of 70 makes him or her eligible for a professor's assignment, which also brings you a boost in Influence.
Increase Academics
- By Homeschooling the NPC in the Academics subject (cap 130, and success chance reduces as NPC's skill increases: -10 if 80-99, or -25 if 100-119, or -55 if 120-129).
- By Lecturing your Followers in your Gazebo, if you've built one in your Yard. Lectures take 2 hours, you can do one per day, and each Follower will have a good chance of gaining +1. Cap: 70.
- By assigning the NPC to an Educator using the "Education" template (cap: 130 or the Educator's current Academic skill, whichever is lower).
- By assigning the NPC to the "Science & Hardware" or the "History & Anthropology" courses at the Academy (12% and 22% daily chances, respectively; cap: 120).
- By assigning the NPC as an Academics professor (10% chance).
- By letting the NPC work as a lecturer or professor.
- Through random events.
Administration
Administration determines an NPCs knowledge of handling numbers, streamlining business enterprises and managing a household's economy. It is a vital tool for any appointed Accountant.
Increase Administration
- By Homeschooling (cap 100, and success chance dependent on MC's and NPC's Admin skill: +20 if MC has the Business Competence trait, -20 if MC Admin <50, -50 if MC admin < NPC admin, -10 if NPC Admin 60-79 or -50 if NPC Admin 80-99).
- By assigning the NPC to an Educator using the "Education" template (cap: 130 or the Educator's current Administration skill, whichever is lower).
- By upgrading your Office (cap: 100).
- By applying the NPC to the "Administration and Domestics" program at the Academy (20% daily chance of +1, cap: 70; then if INT 50+, 10% daily chance of further increase to 100).
- By allowing the NPC to work as an Accountant with an INT that's 60+ (cap: 130).
- By Assigning the NPC to work in one of the MC's Taverns, and, if the Barkeeper assigns them to a Host/Hostess role there (i.e. if they are better suited for that role than they are for any of the other possible roles in the Tavern), they will have a have a daily chance (12%) to increase their Administration skill (cap: 80).
Medicine
An NPC's Medicine skill enables him or her to heal other Household members in a variety of ways. A skill of 25+ allows assignment of the title Nurse. Nurses restore Health Points to the MC and NPCs overnight - their number of patients determined by their Discipline, and the amount healed per patient determined by their Medicine skill. Nurses also dispense Ointment to treat sexual wear overnight. NPCs with Medicine skill 60+ can also treat the MC and other NPCs in combat, using Tendstim combat injectors - and a skill of 100+ allows use of two Combat Tendstims per round.
Increase Medicine
- By Homeschooling, if MC has Medicine skill 40+ (cap 130, and success chance reduces as NPC's skill increases: -10 if 80-99, or -25 if 100-119, or -65 if 120-129).
- By assigning an NPC to the Domestic course at The Academy (cap: 30).
- By assigning the NPC to an Educator teaching Medicine (cap: 130 or the Educator's Medicine skill, whichever is lower.).
Science
Science determines an NPC's general education in natural history, computer hardware and mechanical knowledge. Reaching a value of 40+ enables him or her to work as a lecturer at the academy. A value of 70+ makes the NPC eligible for a professor's assignment, which also brings you a boost in Influence. Note that professors need to be at least 21. You can apply teenage professors if your Influence is 6,000+.
Increase Science
- By Homeschooling the NPC in the Science subject (cap 130, and success chance reduces as NPC's skill increases: -10 if 80-99, or -25 if 100-119, or -50 if 120-129).
- By Lecturing your Followers in your Gazebo, if you've built one in your Yard. Lectures take 2 hours, you can do one per day, and each Follower will have a good chance of gaining +1. Cap: 70.
- By assigning the NPC to an Educator using the "Education" template (cap: 130 or the Educator's current Science skill, whichever is lower).
- By assigning the NPC to the "Science & Hardware" or the "History & Anthropology" courses at the Academy (18% and 12% daily chances, respectively; cap: 120).
- By assigning the NPC as a Science professor (10% chance).
- By allowing the NPC to work as a lecturer or professor.
- Through random events (e.g. in the Shed; uncapped).
Melee Combat
- Primary determinant of person's chance to hit with a Melee weapon in Combat.
- If skill 80+, allows the person to choose their starting Range in Combat (Close or Distant).
- Contributes to the person's effectiveness as a Guard (+1 to Guard Value at skill 80+, +2 at 100+, and +3 at 130+, if holding a melee weapon).
- Contributes to the person's Captain skill.
- If skill 40+, the person counts as a Soldier for the purposes of calculating your Faction's Power Value.
- If Skill 80+, the person is always confident in Combat (NPCs and enemies with WILLPOWER below 5 (25 on Grimdark difficulty) have a 10% risk of becoming Nervous in combat (incurring a -50 Chance for one round) if both their Ranged and Melee skills are below 80).
Increase Melee Combat skill by:
- Assigning the NPC as a Follower and doing a Training session in Melee Combat.
- Having them work as a Household Guard (small chance of daily +1 increase; chance dependent on Skill of your assigned Guard Captain; cap: 80).
- Having them with you as a Follower in Combats in which they use Melee weapons (+1 to skill each time they get a critical success; cap: 150).
- Assigning them to train at The Arena (15% chance of +1, capped at 80).
- Pitting them in slave combats at the Arena (15-20% chance of a +1 skill increase in each combat).
- By assigning the NPC to an Educator using the "Combat" template (cap: 130 or the Educator's current Melee skill, whichever is lower; cap: 110 for Pacifists).
- By Assigning the NPC to work in one of the MC's Taverns, and, if the Barkeeper assigns them to a Bouncer role there (i.e. if they are better suited for that role than they are for any of the other possible roles in the Tavern), they will have a have a daily chance (12%) to increase their Melee skill (cap: 80).
Ranged Combat
- Primary determinant of person's chance to hit with a Ranged weapon in Combat.
- At skill 40+, can use Medium Recoil weapons without penalty chance to hit.
- At skill 70+, can use High Recoil weapons without penalty chance to hit.
- Contributes to the person's effectiveness as a Guard (+1 to Guard Value at skill 80+, +2 at 100+, and +3 at 130+, if holding a ranged weapon).
- Contributes to the person's Captain skill.
- If skill 40+, the person counts as a Soldier for the purposes of calculating your Faction's Power Value.
- Above skill 50, starts to increase Ranged combat damage due to ability to aim at more vulnerable body parts (approx +1 damage per 10 skill points above 50, rounded up).
- If Skill 80+, the person is always confident in Combat (NPCs and enemies with WILLPOWER below 5 (25 on Grimdark difficulty) have a 10% risk of becoming Nervous in combat (incurring a -50 Chance for one round) if both their Ranged and Melee skills are below 80.)
Increase Ranged Combat skill by:
- Assigning the NPC as a Follower and doing a Training session in Ranged Combat.
- Having them work as a Household Guard (small chance of daily +1 increase; chance dependent on Skill of your assigned Guard Captain; cap: 80).
- Having them with you as a Follower in Combats in which they use Ranged weapons (+1 to skill each time they get a Critical Success; cap: 150).
- Assigning them to train at The Arena (10% chance of +1, capped at 60).
- By assigning the NPC to an Educator using the "Combat" template (cap: 130 or the Educator's current Ranged skill, whichever is lower; cap: 110 for Pacifists).
Domestic
An NPC's Domestic value determines his or her cooking skills, cleaning skills, neatness, and ability to decorate your home. It's a vital skill for Maids, Footmen, and your Head Maid, Pantry Girl, Head Chef and Butler. Benefits include:
- If Head Maid's Domestic skill is below 20 or if her Intelligence is below 30: +$5 Household maintenance cost/day.
- if Head Maid's Domestic skill is above 60: -$3 maintenance cost/day.
- If Pantry Girl's Domestic skill is below 20: Pantry girl spoils one extra Ration per day.
- If Pantry Girl's Domestic skill is below 20 and Intelligence is below 30: Small daily risk (0.5%/day) of food poisoning incident in which the MC and all in his household suffer -15 Health points damage.
- If Pantry Girl's Domestic skill is above 50: +15 success chance during dinner parties, IF slave is assigned as a servant.
- If Pantry Girl's Domestic skill is above 60: Seasoning/food luxuries costs 50% less.
- If Pantry Girl's Domestic skill is above 60: enhances the work of the household's Head Chef, generating Flair during parties and boosting Influence based on the level of Luxury (Relish and Drinks).
- If Pantry Girl's Domestic skill is above 80: Household members are fed using 1 Ration less/day each (minimum: 1).
- Domestic skill increases the base value of a slave: +$200 at skill 30+ or +$400 at 50+ or +$1,200 at 80+, plus +$500 at 70+ at Watery Eyes slave market.
Increase Domestic
- By Homeschooling an NPC in the Domestic arts (cap 130, and success chance reduces as NPC's skill increases: -10 if 80-99, or -25 if 100-119, or -50 if 120-129).
- By assigning the NPC to an Educator using the "Domestic" template (cap: 130 or the Educator's current Domestic skill, whichever is lower).
- By assigning the NPC to work as a Household Maid (daily 15% chance of +1 increase, capped at 60).
- By applying an NPC to the Administration and Domestic Art program at the Academy (18% chance a day).
- By Assigning the NPC to work in one of the MC's Taverns, and, if the Barkeeper assigns them to a Waiter/Waitress or Busboy/girl role there (i.e. if they are better suited for that role than they are for any of the other possible roles in the Tavern), they will have a have a daily chance (12%) to increase their Domestic skill (cap: 80).
- Sometimes when "Explaining" their duties to the NPC.
- Through random events.
Acrobatics
Acrobatics measures an NPC's flexibility. It's considered a fine art in Ikaanos and (especially) a girl who's interested in acrobatics will yearn to attend the prestigious acrobatics shows in Crystal Hills.
Increase Acrobatics
- By Homeschooling the NPC in Acrobatics (cap 130, and success chance reduces as NPC's skill increases: -10 if 80-99, or -35 if 100-109, or -65 if 110-119, or -95 if 120-129).
- By assigning the NPC to an Educator using the "Physical" template (capped at Acrobatics skill of Educator, with additional cap depending on body type: 130 for Very Petite, Petite, and Normal females, 80 for Herculean, 110 for all other body types).
- By applying the NPC to the Gymnastic and Performance program at the Academy (20% chance a day).
- By winning or performing in gymnastics competitions (cap: 130).
- Through random events.
Dancing
Dancing shows in Ikaanos are almost as popular as acrobatic exhibitions. It's common for slave handlers to apply slaves with good dancing skills to one of Ikaanos' finer restaurants, where she performs in front of high-class visitors, bringing in lots of prestige and influence to her Master's household.
Increase Dancing
- By Homeschooling an NPC in Dancing (possible +0-2 points Dancing per 2½ hr session, and if successful, 50% chance of +1 Performance too. Cap 130, and success chance reduces as NPC skill increases: -10 if 80-99, or -35 if 100-109, or -65 if 110-119, or -95 if 120-129.)
- By assigning the NPC to an Educator using the "Performance" template (cap: 130 or the Educator's current Dancing skill, whichever is lower).
- By applying the NPC to the Gymnastic and Performance program at the Academy (15% chance a day).
- Through random events.
Performance
Performance skill measures an NPC's showmanship and ability to perform in front of others, as well as their proficiency at the skill they are performing. This might include anything from stand-up comedy to playing the violin. At the moment, the specific type of performance which each NPC has proficiency in is undefined. Dancing or Performance 70+ is one of the requirements for working at the Golden Dragon.
Increase Performance
- By Homeschooling the NPC in Dancing (approximately 50% chance of +1 Performance per per 2½ hr session IF Dancing skill training successful).
- By assigning the NPC to an Educator using the "Performance" template (cap: 130 or the Educator's current Performance skill, whichever is lower).
- By applying the NPC to the Gymnastic and Performance program at the Academy (6% chance a day).
- Working as a Performer at the Golden Dragon provides a daily chance to raise Performance (15% for +1, cap: 90).
- By Assigning the NPC to work in one of the MC's Taverns, and, if the Barkeeper assigns them to a Performer role there (i.e. if they are better suited for that role than they are for any of the other possible roles in the Tavern), they will have a have a daily chance (12%) to increase their Performance skill (cap: 80).
- Random events (e.g. in the Shed; uncapped)
Gardening
The Gardening skill determines an NPC's ability to tend to his or her Master's crops. A high value means a better yield if the NPC is assigned as a Gardener.
For more details see: Assignments and Jobs - Gardener
Increase Gardening
- By being assigned as a Gardener (daily 15% chance of +1 increase; cap: 80).
- By assigning the NPC to an Educator using the "Domestic" template (cap: 130 or the Educator's current Gardening skill, whichever is lower).
- By applying an NPC to the Administration and Domestic Art program at the Academy (16% chance of +1 per day).
Survival
The Survival skill determines an NPC's ability to handle themself in the wilderness as well as in urban derelict situations. It includes proficiency in building camps, gathering edible materials, Fishing, Hunting wild animals, Scavenging for valuable materials amongst ruins, and even Prospecting for minerals, ores and gemstones. The skill can be increased by having the NPC practice it, especially by participating in Hunting trips with the MC. Specific effects include:
- Survival <10: +5 damage suffered and -10 Yield when Hunting as a Job.
- Survival <15: -10 penalty to the MC's Hunting chance when assisting as a Follower.
- Survival <20: -(0-2) Merchandise when Scavenging as a Job.
- Survival <20: -10 Yield when Hunting as a Job.
- Survival <30: +3 damage suffered when Hunting as a Job.
- Survival <40: +3 damage suffered when Hunting as a Job.
- Survival 40+: +5 bonus to the MC's Hunting chance when assisting as a Follower.
- Survival 40+: +5 Yield when Hunting as a Job.
- Survival 40+: +10 to the MC's Prospecting chances IF the MC has enough Prospecting Gear for the assisting Followers.
- Survival 60+: -5 damage suffered and +15 Yield when Hunting as a Job.
- Survival 60+: -5 from any damage suffered when Scavenging as a Job.
- Survival 60+: +(1-3) Merchandise when Scavenging as a Job IF have Perfectionist trait.
- Survival 60+: 4 in 15 chance of either a Tendstim or an Energy Cell when Scavenging as a Job IF have Techie trait.
- Survival 60+: 4 in 15 chance of an Artifact (50% Common, 25% Uncommon, 25% Rare IF Academic 80+) when Scavenging as a Job IF have Nerd trait.
- Survival 75+: Converts Skins onto Leather and option to convert Meat into Food rations when working as a Hunter.
- Survival 80+: +15 bonus to the MC's Hunting chance when assisting as a Follower.
- Survival 80+: +25 Yield when Hunting as a Job.
- Survival 90+: +(1-3) Merchandise when Scavenging as a Job.
- Survival 110+: +15 Yield when Hunting as a Job.
Increase Survival Skill by:
- Being a Follower on a Hunting trip (1 in 4 chance of +1 per successful 2 hour Hunting session; small chance if unsuccessful; cap: 100).
- By assigning the NPC to an Educator using the "Adventures" template (cap: 100 or the Educator's current Survival skill, whichever is lower).
- Benefiting from one of a couple of different random daily events.
- Working as a Hunter (10% daily chance; cap: 100).
- Working as a Scavenger (7% daily chance; cap: 60).
Sexual Skills
An NPCs sexual skills can be increased by practicing sex with the MC.
The sexual skills of Slaves & Convicts can also be increased by assigning them to a Slave Trainer with the Nymphomaniac or Perverted trait, though only male trainers increase Anal skill. Caps = 80 Oral, 80 Vaginal, 60 Anal, 60 Kissing.
Kissing skill
Kissing skill indicates those important details while cuddling with a person: their softness, the forming of their mouth, how they bite your neck, or how they hold you lovingly in their arms.
Oral skill
A NPC's oral skill determines her ability to stimulate a manhood into ejaculation.
High oral skill directly increases an NPCs earnings from daytime goldwalking and tavern prostitution, and night-time prostitution ring sessions. It also saves money by reducing or eliminating Oral Wear, which requires expensive Ointment to treat.
Tongue piercings enhance an NPC's oral skill.
Vaginal skill
A female NPC's vaginal skill tells of her general lovemaking experience and her aptness in riding a man (cowgirl).
High vaginal skill indirectly increases an NPCs earnings from daytime goldwalking and tavern prostitution, and night-time prostitution ring sessions, as long as that NPC is not restricted to blowjobs only, by reducing or eliminating Oral Wear, which requires expensive Ointment to treat.
Clit piercings enhance a girl's Arousal during vaginal sex, but do not add to her skill.
Copulation
An man's ability to provide sexual satisfaction to another person with his penis. Prostitution assignments are open to male NPCs, though the potentially more profitable night-time Prostitution Ring activities are not.
Anal proficiency
Anal proficiency is not a skill in the strictest sense, but a sign of how well a male or female NPC can relax their sphincter and take larger manhoods anally.
High anal skill indirectly increases an NPCs earnings from daytime goldwalking and tavern prostitution, and night-time prostitution ring sessions, as long as that NPC is not restricted to blowjobs only, by reducing or eliminating Anal Wear, which requires expensive Ointment to treat.
Homosexuality/Lesbian Devotion
This stat indicates an NPC's willingness to participate in same-sex intercourse (not their underlying interest). Most NPCs start with 0. Higher levels are required to make the NPC happy about engaging in Threesomes involving another member of the same sex. High levels might also mean they may engage in nightime sexual activity with another NPC of the same sex if "Relationships" are turned ON in a bedroom they are sharing with that person (if that other person also has some degree of this stat).
Decrease by:
- Lesbian devotion decreases with vaginal sex orgasm, down to 40, if Affection is Amiable+
Increase by:
- small increases when participating in Threesomes (cap: 73 at Loving+, or 99 if Amiable-).
- +5-8 if losing Virginity in a Threesome.
- Lesbians in a relationship sharing a room (cap 70).
- Female NPC's sharing a room during a storm (cap 30).
- Conclude Day events (no cap).
Effects:
- Reduced enjoyment of heterosexual sex acts at 25+.
- Minor negatives to Seduction and Marriage rolls, starting at 25+ and 30+ respectively.
- Major benefits to Threesome rolls at 40+; then at around 70+, 80+, and 90+, dialogue about ignoring you and being lesbian only starts appearing.
- At 9 or lower during Threesomes, dialogue about being heterosexual only may appear.
Notes:
- Feminist Trait makes Lesbian relationships more likely when sharing the same room.