Frequently Asked Questions

## How can I improve my chances on assignments?

Outside of having the right traits on the right slavers for the right assignments there's a couple of additional ways to help improve the odds of success and minimise the risks. If you're having trouble finding the right slaver to use remember that you can turn on the suggestions at any time via the toggle under Glossary, Help and Options.

-Firstly if the assignment suggestions aren't showing any green traits on your slavers and mostly reds it might be worth trying a different assignment to see if those might be more suited to your current encampment.

-There are a number of traits for your slaver if you fully customize on starting the game which you can find under the Assignment Traits options. These increase the odds on certain assignment types at the cost of being less able to fully customize your character.

-You can use the Change Nightly Activity (right click on your character item) to Plan Out Assignments. This is not without risk though and you may not always come up with the best of plans.

-Some of the Encampment Roles can lead to temporary buffs for certain types of Assignments. Namely Emissary for Trading, Alchemist for Slaving (you can do this one as yourself for the Nightly Activity if you have the right trait), Smith for Marauding/Defending and Seamstress for Diplomacy/Infiltration.

-There may be other ways to earn temporary assignment buffs though these will need to be discovered throughout the game.

## How do I assign to encampment roles?

At the cost of having a slaver out doing assignments or a slave in the slave pit you can choose for them to take on an Encampment Role.

Right click on the slaver or slave and select Talk to and then Assign them to an Encampment Position.

You'll then get a list of the available options, a list of suggested traits, and an option to view -Encampment Role descriptions- which goes into the roles in a lot more detail in regard to what they actually do.

Slaves don't get a chance to say no, though you may find that some Slavers are not keen to taken on these roles and you may need to take actions to persuade them to follow your instructions.

## How do I see how much a slave is worth?

You can view this in two ways. First is to right click on the slave in question and Examine them. At the top with the rest of their details you can see their current value.

The other option is to right click on the slave in question and Talk to them and then select Estimate Value. This gives a much fuller breakdown of everything that effects the value of the slave.

It should be noted that this is only an estimate and they may be worth a lot more depending at a proper auction.

## How can I keep my slavers safe?

One thing it can be easy to miss is the implications of the listed risk on the assignments. Minimal and Low are pretty much impossible to lose a slaver even on a Disaster and they will be wounded at the most if not escape entirely unscathed.

Average risk depends on the assignment size and rarity but generally you're only looking at the worst consequences on a Disaster  and lot less likely on a Fail.

High and INSANE! are significantly more risky for your slavers with some assignment having a chance to wound/remove even on a Success or inflict other adverse effects.

The list of traits that help and those that hinder is too long to list here, but it works out like you'd expect with traits like Resilient and Agile being good while Clumsy and Weak are bad.

You can further help their chances by taking Blessed at the start (under Assignment Traits), getting them more experience which helps them avoid harm, and kitting them out in armour of the best quality you can find, along with designer or better clothing.

If they do get wounded you can help get them back out there faster either using the Healer trait yourself or having a slaver use it.

There may be other ways to help keep your slavers safe though these will need to be discovered throughout the game.

## How can I help my slaves to recover?

There a couple of ways to help slaves recover both in will and in condition. However if a slave suffers enough degradation to pick up an effect from it is very likely that effect will be permanent.

The first is through the Healer trait either by taking this yourself at the beginning of the game (Some Demi-Angel Standard starts or via full customized under Advanced Positive Traits), or by having a slaver with that trait which you can guarantee if you want by taking Recruiter (Also under Advanced Positive Traits).

To use this yourself right click on your character item and select Personal Assignments and then Heal. For a slaver right click on their item, Talk to and then Heal.

Another option is to place the slave under guard. Once you have a slaver assigned to the Guard encampment role via Talk to you can get them to Place a Slave off limits. Once the slave has recovered enough then talk to them again to return them to the pit. Keep an eye on who you ask to do this as might be worse for the slave than just leaving them in the pit in the first place.

Apart from that it can just be a case of keeping slavers busy enough that they don't have but to do other than use the slaves. Especially ones with Sadist who can be especially dangerous to the wellbeing of your slaves.

## How do I acquire equipment?

Currently the main way to acquire equipment in terms of clothing, bondage gear, armour and potions is through the  Encampment Roles. Once you have set up an Alchemist/Smith/Seamstress they will start working on creating items for the encampment. You can also do this for Alchemy as the Nightly Activity if you have the right trait.

You can also earn items through some of the places you go on your Personal Assignments, earn them through some assignments, and you can also purchase some items in the City of Aversol.

Some clothing and armour is for larger races and some is for smaller races which you can tell by the race style. Currently ogre style is for Ogres and regular races with the Monster trait, and goblin/dwarf style is for the smaller races in the Goblins, Dwarfs, and Hakh Dwarven.

## How do I sell my slaves?

You have a couple of options of what to do with your slaves;

-Whores for the Whoremakes on the Dreadsea Coast: This is basically the point of last resort where either you just want rid of them or you just really need some quick gold.

-The Ensnared Rose: The Mistress there is incredibly picky but will reward you greatly if you can meet her demands.

-Listening to Whispers in the City of Aversol: This will unlock requests which while can be tricky to meet will be deeply profitable if you can meet them (or at least provide someone close and hope they don't mind...) and the information is good.

-The Slave Auctions: These you'll need to find to get access to them. You've heard some rumours of vast numbers of slaves being taken to the Deep Mountains so that would be a good if also certainly a risky place to look. Not a place to venture for the fainthearted!

## How do I improve morale?

You have many ways to manage morale;

-Succeeding at assignments helps, while failing them and especially when slavers go missing or get hurt really does not.

-Having slaves available for your slavers use. You can improve this by acquiring more slaves, training them so they will take care of more slavers at once and to be more attractive while not letting them get too over used which may upset some of your more sensitive slavers.

-Trusting them to handle slave training the way they want to do it even if it may not be what is the best way to handle the slave.

-Encampment Role - Brewer: This can hurt in terms of supplies but it will improve morale.

-Change Nightly Activity - Bond with your Slavers: Again this can hurt in terms of supplies, it's not for everyone (those damn Loners!) and can result in truly vicious hangovers but this can again improve morale.

-Having a decent supply of gold and supplies. If your slavers don't feel they can take what they want they will lose morale. You can manage this in some ways like having Encampment Role - Quartermaster or Master-of-Coin though this may hurt morale if they can't spend your gold to cheer themselves up.

-Not starting as a Demi-Angel: It really does help!

-And then there's always the weather though there's not much you can do about that...

## How do I use Biomancy?

For Biomancy you either need the Biomancer trait by taking this yourself at the beginning of the game (via full customized under Advanced Positive Traits), or by having a slaver with the Magic: Biomancy trait which you can guarantee if you want by taking Recruiter (Also under Advanced Positive Traits).

To use this yourself right click on your character item and select Personal Assignments and then Engage in Biomancy. For a slaver right click on their item, Talk to and then the same option.

Currently there is no way to improve your skills in this or to create a Futanari but this content will be coming in future. Slavers though will get better at it as the earn experience.

## How do I use Corruption?

For Corruption you either need the Corrupter trait by taking this yourself at the beginning of the game (via full customized under Advanced Positive Traits), or by having a slaver with the Magic: Corruption trait which you can guarantee if you want by taking Recruiter (Also under Advanced Positive Traits).

To use this yourself right click on your character item and select Personal Assignments and then Engage in Corruption. For a slaver right click on their item, Talk to and then the same option.

You can improve your chances for this by engaging in the Corrupt the Encampment which is one of the Nightly Activities that you can choose to engage in.

## What should be my early goals?

Initially you really want a solid base of gold and supplies as what you start with will not last long.

For supplies you want to be looking at assignments in the Great Plains and the Ever Forest. Assignments like Probe the Infestation, Word in your Ear, and Toll Bridge can provide a large number of supplies for relatively little investment.

For gold you are going to be looking at the Great Plains and the Dreadsea Coast. Here you can tailor more to what slavers you have whether you prefer Marauding Assignments like Board the River Barges and Halt Draenei Caravan or Infiltration Assignments like Shark of the Cards, Road 'Tax' Collecting and Pillow Talk.

You can also Visit The Ensnared Rose via your Personal Assignments which can unlock highly valuable assignments in terms of gold reward.

After the first week or two you want to have aquired your first slave. Your slavers won't mind the lack of one initially but if you take too long they will start to lose morale because of it.

## What should I do when my encampment is relatively stable?

Once your encampment is relatively stable with a slave or two you can start looking at ways to expand and/or specialize. You definitely want to obtain the ability to sell slaves at auction as a priority as the option on the Dreadsea Coast can be outright throwing gold away depending on the slave in question, and the options from the Ensnared Rose and the City of Aversol may not match the slaves you are currently able to find/train, though they may give you some leeway depending on the slave in question.

If you feel your encampment can support them starting to set up slavers in slaves in Encampment Roles can help a great deal. A Smith, Alchemist and/or a Seamstress can provide a steady stream of items and assignment buffs, Camp Bitches can help out with supplies, Emissaries can help with assignments and providing sources of gold/supplies and so on.

You can also start risking the harder assignments and starting to investigate the Deep Mountains.

## What is equipment used for?

Other than having your slavers and slaves look just fabulous equipment does have a number of effects. Armour especially but even clothing of sufficient quality can help keep your slavers safe from being wounded or removed. The better quality the better the effect.

Restraints can be used to make it much harder for slaves to escape. Any clothing/armour/restraints effects their value and some buyers will absoltuely insist on quality apparel.

## What is expertise, fame, and infamy?

When you complete assignment you've probably seen a gain or loss of one of these depending on assignment type. What expertise, fame, and infamy are is your chain bonus. The more succesful assignments of a specific type you complete in a row the bigger Xp bonus there will be.

Fails will reduce the bonus and Disaster results can wipe the bonus out entirely.

## What content is missing or incomplete?

Placeholders with none or barely any functionality/Important game play elements that are currently missing:

- Venture into the Marshlands (Visitable with some encounters - approx 10% complete) - Proper Debt effects of the Ensnared Rose (Not yet implemented)

- Some of the Encampment Roles (Bed Warmers and Spiritual Leader mainly) and more Encampment Roles for Crafter: Devices and Enchantment.

- More events and interactions - Ability to be enslaved yourself (Not yet implemented)

- More picture variety for all the various races (Ogres are currently best off but all races including them need more love)

- More potions (Only four implemented and one of those only partially) - Currently only two barebones game overs and game completions

- Ways to recruit specific slavers/slaves (Not yet implemented) - Some Biomancy options like being able to create futas and change races (Not yet implemented for doing so outside of one Assignment)

- The Nightly Activities (All are choosable but some of them don't do much yet and all are missing full functionality)

- Hypnotising your slaves (Not yet implemented along with more options for hypnotising your slavers)

Please note this is not all the planned or missing content just what I felt needed to be highlighted at the moment given the current nature of the game.