Specialisations

Specializations are a one-per-slave bonus that can be obtained from the local Slaver's Guild. Though each slave can only have one, it's possible for the same slave to learn a new specialization to replace the old one.

Training a specialization costs 500g, and takes 5 days to complete. The slave will be unavailable during this time.

Each specialization has certain minimum requirements in order to train.

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#### Assassin

* Bonus: Speed +5, Damage +5
* Requirements: Agility 5+, Wit 65+
* Actual Effect: +5 Speed, +5 Damage (damage fixed in 0.5.23c)

#### Bodyguard

* Bonus: + 4 Armor, +40 Maximum Health, 'Protect' action doubles the amount of reduced damage.
* Requirements: Courage 60+, agility 3+, strength 4+, loyalty 50+
* Actual Effect: +4 Armor, +40 Max Health, no effect on 'Protect'

#### Executor

* Bonus: Management-related tasks ignore confidence (will always count as 100). Obedience can't drop below 50.
* Requirements: Conf 75+, Wit 50+, grade Rich or above
* Actual Effect: Headgirl, Jailer, and Farm Manager jobs always count as having 100 Confidence, Obedience cant drop below 50

#### Geisha

* Bonus: +25% to escort and prostitution, no penalties for same-sex, opposite dominance[,] or perverted actions[.]
* Requirements: Charm 75+, Beauty 60+, grade Commoner or above, unlocked sex.
* Actual Effect: +25% gold Escort, Whore, and Prostitution jobs, -50% stress Prostitution jobs(does not stack with bunny racial bonus), no effect on sex actions

#### Housekeeper

* Bonus: Will clean the house on stationary jobs (half effect of normal cleaning). Personal daily expenses are cut in half.
* Requirements: None
* Actual Effect: Cleaning as stated, Personal daily expenses cost -50% but the luxury from pocket money reduces by 50%

#### Merchant

* Bonus: Bonus shopping activities, bonus item selling while in party 25% (does not stack).
* Requirements: Wit and Charm 50+
* Actual Effect: Market job at least +30% max gold gain or gold available to buy supply(keep leftover). As of 0.5.23c, if Merchant is in combat group, +25% gold from selling items that cannot be equiped (effects exploration items, ingredients, and potions).

#### Nympho

* Bonus: Sex actions take only half energy, + 2 mana from sex actions, + 25% to fucktoy, no penalties from any sex activities.
* Requirements: Grade: Commoner and below, Unlocked sex, Charm and Courage 50+

* Actual Effect: +2 mana from sex, -50% stress from prostitution and exotic whore jobs(does not stack with bunny racial bonus), +25% gold from fucktoy job, no effect on sex actions

#### Ranger

* Bonus: +40% drop rate from combat encounters, forage and hunt efficiency + 25%, scouting bonus
* Requirements: Wit 75+, Endurance 3+.
* Actual Effect: Combat Encounter drop rate +40% (does not stack), Forage +25% after weight limit and Hunt +25% before weight limit, no Scouting bonus (no awareness bonus)

#### Tamer

* Bonus: Uncivilized races more obedient and can lose that trait while a Tamer is resting, managing or working on the same occupation.
* Requirements: Confidence and charm 50+, Grade: Commoner and above
* Note: from the code it would seem every uncivilized slave receives +30 obedience, +5 loyalty and a 10% roll to to lose the uncivilized trait for each eligible tamer. To make it extra clear, each tamer rolls his chance independently, so you can have both tamers successful simultaneously, which is a waste. In probability, such situations are common, so there is a formula:

P
(
n
# )
1
−
(
1
−
0.1

)
n

{\displaystyle P(n)=1-(1-0.1)^n}

 that gives us 10%, 19%, 27.1%, and so on.

#### Trapper

* Bonus: Bonus hunting +20%, 50% chance to automatically capture escaping person, bonus capture rate.
* Requirements: Wit 50+, Grade: Commoner and above
* note: only one 'Trapper' bonus will be active in a combat party, effect does not stack
* Actual Effect: Hunt +25% before weight limit, no capture chance or rate bonus (combat group never searched for a trapper)