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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 / 2 ) + ( wit / 40 ) 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:
    • for each slave sleeping in the jail:
      • if slave's obedience < 80:
        • 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:
    • For each slave sleeping in the farm:
      • if slave's obedience < 75:
        • 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
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