Slaver Camps are trader locations where a player can barter items and buy or sell companions. They are found on Expeditions 3-6, typically in Jungle and Prehistoric biomes. Exploring a slaver camp gives four options:
- Inspect slaves. The player can choose between 4 natives consisting of a random mix of scouts, warriors, shamans and/or animal handlers (always human, even in prehistoric worlds). When one is chosen, a barter window opens where items must be offered to purchase the selected native. If a deal is reached, the native joins your trek at an additional cost of -3 Standing. Unlike villages, multiple companions can be obtained this way, though they must be bought one at a time and every purchase costs standing.
- Sell unit. the player can choose to sell a companion in exchange for items in the slaver's trading inventory. Selling a humanoid companion may result in your other party members losing loyalty.
- Barter. Slavers carry one signature weapon (rifle, pistol and/or shotgun) or a whip in their inventory, along with 5-8 other types of items typically found in villages. Each successful trading deal with a slaver costs -3 standing.
- Attack the slaver camp. This immediately launches combat with the enemy Slaver, whose group consists of the slave master, 2-3 slaver minions, and a hyena. Defeating the slaver rewards varying loot from their trading inventory, possibly a native companion, and +5 Standing. But be warned: a defeated slaver camp bursts into flame and causes any slaver camps in future expeditions to be hostile.
Tips[]
- Trading with a slaver reduces your standing, but just viewing their items does not. However, items from their inventory are not guaranteed to drop as loot after combat.
- After a slave is purchased, they are just like any other companion. Their loyalty, levels, etc. work no differently than usual.
- If you go to a native village with a formerly enslaved companion, they will request to rejoin their village. If you agree, you will lose the companion but gain 4 Standing.
- Before attacking the slaver, examine the map and plan how to avoid the resulting fire.
General | Arctic Stockpile • Camp Site • Cave Entrance • Elephant Graveyard • Healing Springs • Lizard Village • Mammoth Graveyard • Mission • Oasis • Old Camp • Outpost (RIVALS only) • Polar Station • Raptor Nest • Shaman Hut • Ship • Shipwreck • Shrine • Slaver Camp • Stone Overhang • Stone Statue • Tomb • Trading Caravan • Village • Waterfalls |
Special | Altar • Cenote • Giant Spider Den • Golden Pyramid • Golden Seal • Portal • Stone Circle • Temple |