☗ Slaves
Classes & stats
Lemons, Brutes, Skirmishers and the five stats.
Every slave has a class, a gender, an age, and five stats from 1 to 10.
Classes
| Class | Built for | Heavy | Farm | Combat | Craft | Intellect | Barn price |
|---|---|---|---|---|---|---|---|
| Lemon | Cheap field hands | 2 | 6 | 1 | 2 | 3 | 21-31g |
| Brute | Lumber and stone | 9 | 5 | 6 | 2 | 2 | 102-150g |
| Skirmisher | Fighting | 4 | 4 | 9 | 6 | 6 | 153-225g |
The numbers are class averages. Each slave rolls its own stats within ±3 of them, so a lucky Lemon can out-farm an unlucky Brute. Check the stat line before you buy.
The five stats
| Stat | Drives |
|---|---|
| Heavy | Wood and stone work, and max HP (56 at Heavy 1, 80 at 5, 110 at 10) |
| Farming | Crop work |
| Combat | Punch damage: each punch rolls 1 to Combat (see Fighting) |
| Craft | Crafting work |
| Intellect | Carried into bloodlines |
Work output scales with the matching stat: 1 + (stat - 5) x 6%. A stat-1 worker produces 76% of a stat-5 worker; a stat-10 worker produces 130%.
Basics
- Max HP is
50 + 6 x Heavy, so 80 for an average slave. Slaves heal 0.4 HP a second out of combat. - A master can keep up to 40 slaves.
- Slaves follow you unless assigned to a building. Press X to whistle them all back.
- Babies can't work, fight or be sold until they grow up (24 hours).
Where to get them
- The barn market: a rotating stock of 12, refilled every 45 seconds.
- Crack Legs Jimmy: six junk slaves, always in stock, 150-220g. See Markets & traders.
- The auction house: other masters' slaves.
- Runaways: free, if you can catch them. See Runaways.
- Breeding: see Breeding & bloodlines.