Slavery
| ⚠️ Legacy feature notice This ancient page describes legacy mechanics that have not been updated in over a decade and may no longer function as described. Proceed with caution. |
Slavery is a legacy feature that allows you to capture unconscious NPCs using Rope. Successfully capturing an NPC turns them into your property.
Slaves are a budget version of mercs; they can use a limited range of weapon types and are significantly less skilled but require no currency to acquire/maintain. Unlike mercs, slaves can be transfered between characters, used to mine resources, or sold for caps.
Note that characters with the Good Natured trait cannot have slaves.
Getting started
Catching slaves is only available to the members of the Slaver's Guild.
To enlist, talk to The Den's mayor, Metzger. As soon as he gives you the Slaver tattoo, you're all set.
As a slaver, you will be able to enslave NPCs and either keep them or sell them to raise your Raider reputation.
The downside is that some NPCs, including some of the traders, will refuse to talk to slavers. Also, selling slaves lowers your Wastelander reputation.
There are three buyers interested in your slaves:
Prices vary depending on the type of the NPC being sold: common female slave can be sold for 300 caps and male for 400. Children are only worth 200 caps a piece. Female combat slaves are the most valuable with their price tag of 650 caps.
Slaves can be brought to a mine and put to work but their carry weight is capped at 200 kg. Once they reach their limit, they'll simply stop working until you manually empty their inventory.
Enslavement
To enslave an npc, either knock them out or bring them below 0 hit points without killing them, then use Rope on them while they're unconscious.
If you're successful, you'll get a message saying they'll "make a fine slave." Heal them up and talk to them to inform them of their situation.
If you're unsuccessful, you'll be informed that you have "failed to enslave" the NPC. Check the table below to see if the NPC you're trying to capture can be enslaved, then try again.
Slaves don't use up your party points, but you can only have 2. Hiring mercs increases this limit by 1 for each merc.
| Type | Image | Location | Equippable weapons | Comments |
|---|---|---|---|---|
| Average Peasant (Male) | Near Den | Clubs, grenades and SMGs | He won't survive any serious battle due to his low skills and health points. | |
| Average Peasant (Female) | Near Den | Grenades, pistols, rifles | She's a looker, not a fighter. | |
| Child (Male) | Near Klamath | |||
| Child (Female) | Near Klamath | |||
| Clever Slave (Male) | Near Den; caves | Knives, clubs, grenades and pistols | ||
| Clever Slave (Female) | Near Den; caves | Knives, grenades, pistols | ||
| Combat Slave (Male) | Near Modoc | All sorts of weapons | Low health points and skills, but the ability to equip big guns could provide some value. | |
| Combat Slave (Female) | Near Modoc; caves | All sorts of weapons | Very similar to male Combat Slave except the skills and health are even lower. | |
| Cute Slave | Near Den; caves | Knives, grenades, pistols | A really weak and unskilled slave. | |
| Farmer (Male) | Near Klamath | |||
| Farmer (Female) | Near Klamath | Grenades, pistols, rifles | ||
| Generic Slave (Male) | Near Den | Grenades, knives, spears, hammers and SMGs | ||
| Generic Slave (Female) | Near Den | Grenades, knives, spears, hammers | ||
| Handsome Slave | Near Den; caves | |||
| Healthy Slave (Male) | Near Den; caves | Knives, clubs, grenades and pistols | ||
| Healthy Slave (Female) | Near Den; caves | Grenades, pistols, rifles | ||
| Strong Peasant | Near Den | |||
| Strong Peasant (68) | Near Den | Knives, grenades and SMGs | ||
| Strong Slave (Male) | Near Den; caves | |||
| Strong Slave (Female) | Near Den; caves | Grenades, pistols, rifles | ||
| Weak Peasant (Male) | Near Den | Knives, hammers, grenades and rifles | What a waste of rope. | |
| Weak Peasant (Female) | Near Den | Knives, grenades, pistols | The fact that she's unskilled makes her mostly useless. | |
| Fisherman | Coast | Grenades, knives, spears, hammers and SMGs | Good with throwing knives and melee weapons. | |
| Fisherwoman | Coast | Grenades, knives, spears, hammers | Good with throwing knives and melee weapons. | |
| Nomad (Male) | Coast | Grenades, knives, spears, hammers and SMGs | They have some damage resistance and small gun skills. They are better with melee weapons. | |
| Nomad (Female) | Coast | Grenades, knives, spears, hammers | A bit weaker than male nomads but can use melee weapons just as well. | |
| Holy Man | Everywhere, mostly west of Den | Knives, Spears | They are fun but have zero damage resistances and damage thresholds which makes them very vulnerable. | |
| Holy Woman | Everywhere, mostly west of Den | Knives, Spears | They are fun but have zero damage resistances and damage thresholds which makes them very vulnerable. | |
| Lone Wanderer | Everywhere | Knives, Spears | Fun but useless, because they can only handle knives, spears or fight unarmed. | |
| Wilder (Male) | Coast | Grenades, knives, spears, hammers and SMGs | They are quite good with knives and hammers, not so much ranged weapons. | |
| Wilder (Female) | Coast | Grenades, knives, spears, hammers | Female wilders are quite good with knives and hammers. | |
| Bootlegger (Male) | Near Redding; caves | Knives, hammers, grenades and rifles | Good with rifles and even more capable in HtH combat, but they have low hit points. | |
| Bootlegger (Female) | Near Redding; caves | Grenades, pistols, rifles | This bootlegger can successfully handle several small guns, but low Perception affects her range, leaving her more accurate in HtH combat. She is tougher than she looks. | |
| Homesteader (Male) | Near Redding | Knives, clubs, grenades and pistols | They can be useful with a Cattle Prod or a pistol. Lack of decent hit points holds back their potential. | |
| Homesteader (Female) | Near Redding | Knives, grenades and SMGs | Her high Perception makes her an accurate shooter at a reasonable range. | |
| Bandit (Male) | Near Den and Klamath; caves | Knives, grenades, pistols and SMGs | Tough Bandit is tough to find but could be worth the time. They ccan be decently effective when armed with a high-tier pistol, though will need a lot of ammo to overcome their low skills. Can be leveled up, gaining +2 HP every level. | |
| Bandit (Female) | Near Den and Klamath | Knives, spears, grenades and SMGs | Female Bandits have low hit points but are skilled at close combat. Expect to burn through a lot of ammo if you arm them with a small gun. Can be leveled up, gaining +2 HP every level. | |
| Trapper (Male) | Near Klamath | Spears, grenades, pistols, SMGs and rifles | Can be leveled up, gaining +4 HP every level. Outdoorsman 90. | |
| Trapper (Female) | Near Klamath | Knives, spears, grenades | Can be leveled up, gaining +4 HP every level. Outdoorsman 100. | |
| Ghoul Crazy | Near Gecko, Broken Hills and Necropolis | Spears, rifles | They cannot run, but they are fantastic snipers. If left unarmed, however, they are next to useless. Can be leveled up, gaining +3 HP every level. | |
| Ghoul Scavenger | Near Gecko and Necropolis | Knives, pistols | Unlike Ghoul Crazies, they can run after their targets, which also makes them harder to catch. Can be leveled up, gaining +3 HP every level. |