Occupations

Each slave performs all of their end of day updates one slave at a time in the order they are displayed in the mansion. This includes their job, used resources, specialization, traits, and rules. Thus, current food, gold, and supplies for each slave depend on the results of slaves higher up the list. For example, if there is no food and no slave besides the cook gets more food, then all slaves before the cook will go hungry while the cook and the slaves after the cook get to eat.

Any slave with less than 30 energy that attempts to work a job rather than rest gains +15% end of day healing(added to other sources) and loses 20 stress. This means that any slave without Infirm trait, with less than 30 energy, and with more than 67 health gains more health from attempting to work than from resting.

The Clumsy and Hard Worker traits and Housekeeper specialization apply after the slave completes their job, if they didn't die on the job.

Jobs can be disabled in list of jobs if a slave fails to meet requirements, has certain traits, or was a Recruitable NPC.

* Recruitable NPCs may require specific quest lines to enable sexual jobs besides "U - Fucktoy".
* Slaves with body shapes other than "humanoid", "bestial", or "shortstack" cannot enable sexual jobs besides "U - Fucktoy".
* Slave may need to have Poor, Commoner, or Rich origins to enable some jobs.
* Slaves with Monogamous, Prude, Mute, Uncivilized, Regressed, or Passive traits require these traits be removed to enable various jobs.

Town and Sexual Jobs in towns other than the starting town are unlocked by acquiring the portal to that town. The letter before the job type is the first letter of the town's name. These jobs involve interacting with the people of that town and slaved may be effected depending on the player's reputation with that town.

* If reputation is at best "Bad"(-10), 33% chance that obedience will lower by ( 2 \* reputation ) - ( loyalty / 6) and loyalty will lower by 1 to 3.
* If reputation is at worst "Positive"(10), 20% chance that obedience will raise by reputation and loyalty will raise by 1 to 3.
* **Note: Reputation impacts are bugged. For every town with at worst "Positive" reputation, it may apply effects to all slaves with less than 30 energy and not resting. The text from both reputation impacts does not show in job report because text from job overwrites it. The conditionals for checking reputation effects uses "<" and ">", but the self inspect panel uses "<=" and ">=", thus exactly meeting the requirements for the label will not enable these effects.**

Each job has a mechanics section which gives pseudo-code for calculations.

* Traits and specializations have been left out for simplicity.
* **Bold** labels are stats changed by job or values returned from job to be used somewhere else.
* *Italic* labels and used to name values used in multiple steps.
* "Quoted" labels are the literal names of input values found in the game interface. Most can be found in Mansion Settings.
* Nearly all values are floating point values, or have decimal places.
* 1 to 2 means a floating point value is randomly generated with a range of the given numbers.

## Basic Jobs

### Rest

* **Description 1:** NAME will rest for today
* **Mechanics:** raises **health** by 10 and lowers **stress** by 20

### Forage

* **Description:** NAME will be looking around for edible berries and fungi.

* **Efficiency:** Efficiency grows with Wit. Penalty affected by Courage. Strength and Endurance affect carrying weight.

* **Mechanics:**
	+ *job\_food* starts at ( 15 to 25 ) + ( wit / 4 ) - ( 0.1 \* game day, with max of 10 reached at day 100 )
	+ if courage < 50 and ( 33 - ( courage / 5 ) )% chance, *job\_food* reduced by 25% to 75%
	+ ***returned food*** is *job\_food*, with max of ( strength + endurance ) \* 20 + 25 from carrying weight
	+ raises **raw exp** by *returned food* / 5
	+ ( magic affinity \* 3 + 2 )% chance of finding a **nature's essence**

### Hunt

* **Description:** NAME will try hunting wild animals.

* **Efficiency:** Efficiency grows Agility and Endurance. Penalty affected by Courage. Strength and Endurance affect carrying weight.

* **Mechanics:**
	+ *awareness* is calculated as ( agility \* 3 ) + ( wit / 10 ) + ( 3, if augmented hearing ) + ( 10, if player is hunter ) + ( 3 \* tribal tattoos )
	+ *job\_food* starts at ( 2 to 4 ) \* *awareness* + ( 5 to 10 ) \* endurance
	+ if courage < 60 and ( 45 - ( courage / 4 ) )% chance:
		- *job\_food* is reduced by 50% to 75%
	+ ***returned food*** is *job\_food, with* max of ( strength + endurance ) \* 30 + 40 from carrying weight
	+ raises **raw exp** by *returned food* / 7
	+ ( magic affinity \* 3 + 3 )% chance of finding a **bestial essence**

### Cleaning

* **Description:** NAME will dedicate his/her time to tidying your mansion.

* **Efficiency:** Efficiency grows with Agility and Endurance.

* **Mechanics:** raise **cleanliness** by 5.5 + ( agility + endurance ) \* 6

### Cooking

* **Description:** NAME will cook for the other residents and buy food from market when it runs short.
* **Requirement:** Requires grade of a Poor or higher.

* **Efficiency:** Efficiency grows with Agility and Wit.

* **Mechanics:**
	+ if current food < 200 and current gold > ( "Food purchase" / 2 ):
		- **returned food** is "Food purchase" and **returned gold** is "Food purchase" / -2
	+ Regardless of slave order, all slaves have **basic food consumption reduced** to 10 - ( agility + ( wit / 20 )) / 2 with minimum of 3

### Library

* **Description:** NAME will manage the library and study.

* **Efficiency:** Provides experience based on Wit and Library level. Efficiency decreases with level.

* **Mechanics:**
	+ raises **raw exp** by 7 + ( 5 \* library upgrades ) + ( wit / 12 ) - ( level \* 8 ), with a minimum of 1
	+ raise **learning points** by ( wit / 20, rounded up to integer ) + library upgrades

### Nurse

* **Description:** NAME will helps residents maintain and recover their health.

* **Efficiency:** Efficiency grows with Wit and Magic Affinity.

* **Mechanics:**
	+ raises **player's health** by ( wit / 15 ) + ( magic affinity \* 3 )
	+ for each slave(including nurse) not away this day and not at max health:
		- if player has supply(does not use any):
			* raises **slave's health** by ( wit / 25 ) + ( magic affinity \* 2 )
		- else if player has no supply:
			* raises **slave's health** by ( wit / 35 ) + ( magic affinity \* 3 )
		- raises **nurse's raw exp** by 1 to 3

### Jailer

* **Description:** NAME will be feeding and watching over your prisoners.

* **Requirement:** Requires grade of a Poor or higher.

* **Mechanics:**
			* raise slave's **relationship** with jailer by 25
		- raise **slave's health** by jailer's wit / 10, rounded to nearest integer
		- raise **slave's obedience** by jailer's charm / 8, rounded to nearest integer
		- if slave has captured effect from recently being captured:
			* ( jailer's confidence - 30 )% chance to **reduce duration of captured effect** by 1
		- raise **jailer's raw exp** by 5

### Headgirl

* **Description:** NAME will watch over other servants, improving their behavior.
* **Requirement:** Requires grade of a Rich or higher.
* **Unlock:** Player has at least 8 slaves.
* **Note:** Although the title implies that the worker is female, males can be assigned to this job too.
* **Mechanics:**
	+ for each slave not sleeping in the jail or the farm and not away this day and not the headgirl:
		- raise slave's **relationship** with headgirl by 15
		- raise headgirl's **raw exp** by 3
		- if "Headgirl Setting" is Patronage:
			* ( headgirl's charm )% chance to raise **slave's obedience** by ( 3 to 5 ) + ( headgirl's charm / 15 )
			* lower **slave's stress** by headgirl's charm / 6
		- else if "Headgirl Setting" is Strict and slave's obedience < 65:
			* change **slave's fear** by (headgirl's confidence / 7) - slave's courage / 15
			* raise **slave's stress** by 5 to 10
			* lower slave's **relationship** with headgirl by 40
				+ Note: it appears that this was intended to be dependant on slave's obedience changing, but the implementation is incomplete.
		- else if "Headgirl Setting" is Ignore:
			* nothing else happens

### Laboratory Assistant

* **Description:** NAME will be helping out and managing your laboratory operations.
* **Requirement:** Requires grade of a Commoner or higher.
	+ **Note:** this applies if you choose this as a slave's job, not if you select a slave in the laboratory
* **Unlock:** Player has upgraded the laboratory at least once.
* **Mechanics:** nothing happens, even resting is better, currently no requirement to leave slave assigned to this job after using the laboratory. While performing the operation, an Assistant with higher stats will lower the cost of, and recovery time from, the operation. You can assign the slave to another job before "ending" the day without affecting the recovery time of slaves who have undergone operations.

### Farm Manager

* **Description:** NAME will be managing your farm and slaves assigned to it.
* **Requirement:** Requires grade of a Commoner or higher.

* **Mechanics:**
			* lower slave's **relationship** with manager by 25 to 40
		- if slave's obedience >= 75:
			* raise slave's **relationship** with manager by 25 to 40
		- *production* starts at 0
		- if slave was added to farm as "Assign to Milking" and slave's tit size is not masculine:
			* *production* is set to ( 0 to 15 ) + 18 \* tit size
			* if slave has developed extra tits (description: "rows of slightly smaller ripe tits"):
				+ *production* is increased by (33 \* number of rows of extra tits)%
		- if slave was added to farm as "Assign to Egg Laying":
			* *production* is set to ( 50 to 100 ) + ( 50, if slave has a vagina )
		- *production* is decreased by ( 60 - ( manager's wit \* 0.4 ) - ( manager's confidence \* 0.2 ) )%
			* Note: At 100 wit and confidence there is no decrease, and with higher stats it's actually an increase
		- if Improved Treatment is not upgraded for farm:
			* raise **slave's stress** by 30 - ( 0.25 \* manager's charm )
		- if slave has "Sell production for gold" disabled:
			* raises **current food** by *production*
		- else if slave has "Sell production for gold" enabled:
			* raises **current gold** by *production* / 2, rounded to nearest integer

## Town Jobs

### W - Market

* **Description:** NAME will attempt to sell excessive supplies or will try to make some profit by speculating with cheap products.

* **Efficiency:** Efficiency grows with Charm, Wit and Grade.

* **Mechanics:**
	+ *job\_gold* starts at ( 1 to 5 ) + ( charm + wit ) / 3
	+ *job\_gold* is reduced by ( 70 - ( 30 \* slave origins also called grade ) )%, with a minimum of 0%
	+ *job\_gold* is rounded to nearest integer
	+ *supply\_price* starts randomly set at 3 or 4
	+ *supply\_sold* starts at *job\_gold* / *supply\_price*
	+ if ( current supplies - "Keep supplies" ) >= *supply\_sold*:
		- **returned gold** is *supply\_sold* \* *supply\_price*
		- lowers **current supplies** by *supply\_sold*
	+ else if current supplies < "Keep supplies" and "Purchase when low" is enabled:
		- *job\_gold* is set to ( *job\_gold* + *supply\_sold* \* *supply\_price* ) / 2
		- if *job\_gold* >= ( ( "Keep supplies" - current supplies ) \* 5 ):
			* ***returned gold*** is *job\_gold* - ( ( "Keep supplies" - current supplies ) \* 5 )
			* raises **current supplies** to "Keep supplies"
		- else:
			* *purchased\_supplies* starts at *job\_gold* / 5, rounded down to nearest integer
			* ***returned gold*** is *job\_gold* - ( *purchased\_supplies* \* 5 )
			* raises **current supplies** by purchased supplies
		- Note: in either case, supplies are bought for 5 gold each.
	+ else:
		- *supply\_sold* is set to current supplies - "Keep supplies"
		- ***returned gold*** is ( *job\_gold* + *supply\_sold* \* *supply\_price* ) / 2
			* Note: *supply\_sold* can be negative. if ( *supply\_sold* \* *supply\_price* ) > *job\_gold* then returned gold will be negative
		- changes **current supplies** by *supply\_sold*
			* Note: if "Keep supplies" > current supplies then supplies are bought for 1.5 or 2 gold each. Though if the player's current gold is less than the cost, then the player still gets the supplies.
	+ raises **raw exp** by *returned gold* / 4, with minimum of 1
	+ raises **stress** by 5 to 10

### W - Public Entertainer

* **Description:** NAME will earn money by doing dances, shows and other stage performances.

* **Requirement:** Requires grade of a Commoner or higher.

* **Efficiency:** Efficiency grows with Charm, Courage, Agility and beauty.

* **Mechanics:**
	+ *job\_gold* starts at ( 1 to 5 ) + ( courage / 7 ) + ( charm / 4) + ( agility \* 20 ) + ( beauty / 3 )
	+ **returned gold** is *job\_gold,* rounded to nearest integer
	+ raises **raw exp** by *returned gold* / 7, with minimum of 1
	+ raises **stress** by 10 to 15

### W - Mage Order Assistant

* **Description:** NAME will work as a staff member on various guild assignments.
* **Requirement:** Requires grade of a Commoner or higher.
* **Efficiency:** Efficiency grows with Magic Affinity, Wits and your reputation.
* **Mechanics:**
	+ *job\_gold* starts at ( 1 to 5 ) + ( magic affinity \* 15 ) + ( wit / 4 ) + ( wimborn reputation / 1.5, with max of 50 )
	+ **returned gold** is *job\_gold,* rounded to nearest integer
		- Note: returned gold can be negative if wimborn reputation is negative
	+ raises **raw exp** by *returned gold* / 5, with minimum of 1
	+ raises **stress** by 5 to 10

### G - Slave Catcher

* **Description:** NAME will be joining slaver parties and help catching and transporting slaves.

* **Requirement:** Requires grade of a Poor or higher.

* **Efficiency:** Efficiency grows with Agility, Strength and Courage.

* **Mechanics:**
	+ ***returned gold*** is ( 5 to 10 ) \* strength + ( 5 to 10 ) \* agility + ( courage / 4 )
	+ raises **raw exp** by *returned gold* / 6
	+ raises **stress** by 5 to 15
	+ lowers **loyalty** by 1 to 3

### G - Guardian

* **Description:** NAME will be patrolling streets with Gorn's city guard.

* **Requirement:** Requires grade of a Poor or higher.

* **Efficiency:** Efficiency grows with Strength, Courage.

* **Mechanics:**
	+ ***returned gold*** is ( ( 5 to 10 ) \* strength ) + ( courage / 4 ), with minimum of 5
	+ raises **raw exp** by *returned gold* / 6
	+ lowers **loyalty** by 1

### F - Lumberer

* **Description:** NAME will be cutting down trees near Frostford for a woodcutting establishment.
* **Efficiency:** Efficiency grows with Strength and Endurance.

* **Mechanics:**
	+ ***returned gold*** is ( ( 4 to 8 ) \* strength ) + ( ( 4 to 8 ) \* endurance ), with minimum of 5
	+ raises **raw exp** by *returned gold* / 4

### U - Research Subject

* **Description:** NAME will be used in harsh experiments in Umbra. Will earn a lot of money, but quickly deteriorate physical and mental health. Can have negative consequences and even sometimes kill the servant.

* **Mechanics:**
	+ **returned gold** is ( 25 \* slave origins also called grade ) + ( 20 \* level ) + ( 25 to 35 )
	+ raises **obedience** by 15 to 25
	+ raises **stress** by 10 to 25
	+ the following possibilities occur in order and do no exclude each other:
		- 60% chance of lowering **health** by health / 3
		- 30% chance of lowering **confidence, courage, wit, or charm** by 15 to 25
		- 20% chance of lowering **endurance** by 1, if endurance > 0
		- 15% chance of **escape**, if wit >= 65 and courage >= 65
		- 15% chance of **death**, if ( 35 to 50 ) > health

## Sexual Jobs

### W - Prostitution

* **Description:** NAME will be assigned to the town's brothel as a common whore.

* **Efficiency:** Efficiency grows with Charm, Endurance, Beauty and basic sexual actions.
* **Requirement:** Requires unlocked sex actions for sufficient performance.

* **Mechanics:**
	+ if slave has a virgin vagina:
		- slave **no longer has virgin vagina**
		- lowers **health** by 5
		- raises **stress** by 15
	+ lowers **lust** by 15 to 25
	+ lowers **loyalty** by 1 to 3
	+ raises **stress** by 25
	+ 67% chance of **impregnation attempt**
	+ *job\_gold* starts at ( 1 to 5 ) + ( charm / 4 ) + ( endurance \* 15 ) + ( beauty / 5 ) + ( lewdness / 2 )
	+ if lewdness < 15:
		- *job\_gold* reduced by 50%
		- raises **slave's sex count** by 1 to 3, rounded to nearest integer
		- raises **slave's random partner count** by 1 to 2, rounded to nearest integer
	+ else if lewdness >= 15:
		- raises **slave's sex count** by 2 to 5, rounded to nearest integer
		- raises **slave's random partner count** by 2 to 4, rounded to nearest integer
	+ ***returned gold*** is *job\_gold*, rounded to nearest integer
		- Note: returned gold can be negative if endurance is negative
	+ raises **raw exp** by *returned gold* / 5, with minimum of 1

### W - Escort

* **Description:** NAME will be assigned to the town's brothel as a high class whore for rich men.
* **Requirement:** Requires grade of a Commoner or higher.

* **Efficiency:** Efficiency grows with Charm, Confidence, Beauty and your reputation.

* **Mechanics:**
	+ if slave has a virgin vagina:
		- slave **no longer has virgin vagina**
		- lowers **health** by 5
		- raises **stress** by 35 - ( lewdness / 10 )
		- lowers **loyalty** by 1 to 3
	+ lowers **lust** by 10 to 20
	+ 33% chance of **impregnation attempt**
	+ *job\_gold* starts at ( 15 to 35 ) + ( charm / 1.8 ) + ( confidence / 3 ) + ( beauty / 3 ) + wimborn reputation
		- Note: gold from reputation is limited at 60, but max reputation is 50
	+ raises **slave's sex count** by 1 to 2, rounded to nearest integer
	+ raises **slave's random partner count** by 1 to 2, rounded to nearest integer
	+ ***returned gold*** is *job\_gold*, rounded to nearest integer
		- Note: returned gold can be negative if wimborn reputation is negative
	+ raises **raw exp** by *returned gold* / 6, with minimum of 1

### W - Exotic Whore

* **Description:** NAME will be used by the most deviant men in the brothel.

* **Efficiency:** Efficiency grows with Courage, Endurance, Beauty, and advanced sex actions.
* **Requirement:** Requires unlocked sex actions for sufficient performance.

* **Mechanics:**
	+ if slave has a virgin vagina:
		- slave **no longer has virgin vagina**
		- lowers **health** by 5
		- raises **stress** by 10
		- lowers **loyalty** by 2 to 4
	+ lowers **lust** by 20 to 30
	+ raises **stress** by 50
	+ 89% chance of **impregnation attempt**
	+ *job\_gold* starts at ( 5 to 10 ) + ( courage / 2.3 ) + ( endurance \* 15 ) + ( beauty / 5 ) + ( lewdness / 1.5 )
	+ if lewdness < 45:
		- *job\_gold* reduced by 50%
		- raises **slave's sex count** by 2 to 4, rounded to nearest integer
		- raises **slave's random partner count** by 1 to 4, rounded to nearest integer
	+ else if lewdness >= 45:
		- raises **slave's sex count** by 3 to 6, rounded to nearest integer
		- raises **slave's random partner count** by 2 to 5, rounded to nearest integer
	+ ***returned gold*** is *job\_gold*, rounded to nearest integer
		- Note: returned gold can be negative if endurance is negative
	+ raises **raw exp** by *returned gold* / 6, with minimum of 1

### F - Prostitution

* **Description:** NAME will be serving lone customers with her body at Frostford.

* **Efficiency:** Efficiency grows with Charm, Endurance, and beauty.

* **Mechanics:**
	+ if slave has a virgin vagina:
		- slave **no longer has virgin vagina**
		- lowers **health** by 5
		- raises **stress** by 15
	+ lowers **lust** by 15 to 25
	+ lowers **loyalty** by 1 to 3
	+ raises **stress** by 25
	+ 67% chance of **impregnation attempt**
	+ *job\_gold* starts at ( 1 to 5 ) + ( charm / 4 ) + ( endurance \* 15 ) + ( beauty / 5 ) + ( lewdness / 2 )
	+ raises **slave's sex count** by 2 to 5, rounded to nearest integer
	+ raises **slave's random partner count** by 2 to 4, rounded to nearest integer
	+ ***returned gold*** is *job\_gold*, rounded to nearest integer
		- Note: returned gold can be negative if endurance is negative
	+ raises **raw exp** by *returned gold* / 5, with minimum of 1

### U - Fucktoy

* **Description:** NAME will be subjugated and abused by all sorts of criminals in Umbra without $his consent.

* **Efficiency:** Builds obedience in exchange for mental degeneration. Income is based on your negative reputation.

* **Mechanics:**
	+ if slave has a virgin vagina:
		- slave **no longer has virgin vagina**
		- lowers **health** by 5
		- raises **stress** by 10
		- lowers **loyalty** by 2 to 4
	+ if wit >= 25:
		- lowers **loyalty** by 8
	+ if confidence >= 25:
		- raises **stress** by 15
	+ if slave has captured effect from recently being captured:
		- **reduce duration of captured effect** by 3
	+ raise **obedience** by 20
	+ lower **preffered sex role** by 4 to 8
	+ 89% chance of **impregnation attempt**
	+ *job\_gold* starts at ( 5 to 10 )
	+ for each town that player has negative reputation:
		- *job\_gold* increases by -1 \* town reputation
	+ raises **slave's sex count** by 3 to 6, rounded to nearest integer
	+ raises **slave's random partner count** by 2 to 5, rounded to nearest integer
	+ ***returned gold*** is *job\_gold*, rounded to nearest integer