Player Home (Redhaven)/living room: Difference between revisions

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Level 1
[[File:Living Room Starting.jpg|thumb|The starting look of the Living Room]]
==Overview==
The '''Living Room''' is a room located on the Ground Floor of the [[Player Home (Redhaven)|Player's Home]].


"There's nothing special in here. Just a worn table, a chair for guests, and a simple couch. An antique carpet that looks like it has seen better days covers the floor. You remember how that carpet was once a prized possession of your brothers."
===Upgrade===
The player can perform the following upgrades on the Living Room:
*'''Level I (Starting)''': This dilapidated living room is in need of a serious makeover. A half-centuty old tapestry hangs loose in several places, and the worn parquetry looks like the floor of an Assembly plant, with countless scrapes and burn marks. '''''Daily [[Influence]] gain: -2; daily [[Contentment]] gain: 0.'''''
*'''Level II ($100)''': This is a modest living room with recently installed tapestry, painted cornices and fancy wall-hangings that keep the nightly cold away. '''''Daily [[Influence]] gain: 0; daily [[Contentment]] gain: 1.'''''
*'''Level III ($3,500)''': You own a luxurious living room with affluent tapestry, decorated cornices and a sturdy parquet made from solid haal wood. '''''Daily [[Influence]] gain: 2; daily [[Contentment]] gain: 1.'''''


-2 Influence
===Furniture===
The player can add the following furniture to the Living Room (purchasable from the [[Carpenter]]):
*Sofa, or Luxury Sofa (One): '''''Luxury sofa gives +1 Happiness per day to occupants.'''''
*Armchairs (Three): No benefit.
*[[Book Shelf]] (Three): '''''There is currently no benefit from having [[book shelves]] in the Living Room, unlike in other rooms of the house.'''''
*Dinner Table (One): No benefit.


Negative squalor effect
===Rename===
 
The player can rename the Living Room to something else if he so chooses.
Level 2 ($400)
 
"A standard living room with a pair of clean and comfortable couches, a big table, and a chair for extra guests. Simple decorations, including a warm carpet, creates an almost-cozy atmosphere that is not too embarrassing when you have visitors over."
 
+0 Influence
 
No positive or negative effects
 
Level 3 ($1200)
 
"A fancy living room with two expensive sofas and a comfortable armchair, all clad in delver pelts. Contemporary Raanic paintings deck the concrete walls and a wall to wall carpet covers the old floorboards. Intelligent lights illuminate everything perfectly, creating a cozy atmosphere that'll make visitors feel welcome and at ease."
 
+1 Influence
 
Positive arousal effect
 
+5 Persuasion bonus

Latest revision as of 04:53, 8 September 2025

The starting look of the Living Room

Overview

The Living Room is a room located on the Ground Floor of the Player's Home.

Upgrade

The player can perform the following upgrades on the Living Room:

  • Level I (Starting): This dilapidated living room is in need of a serious makeover. A half-centuty old tapestry hangs loose in several places, and the worn parquetry looks like the floor of an Assembly plant, with countless scrapes and burn marks. Daily Influence gain: -2; daily Contentment gain: 0.
  • Level II ($100): This is a modest living room with recently installed tapestry, painted cornices and fancy wall-hangings that keep the nightly cold away. Daily Influence gain: 0; daily Contentment gain: 1.
  • Level III ($3,500): You own a luxurious living room with affluent tapestry, decorated cornices and a sturdy parquet made from solid haal wood. Daily Influence gain: 2; daily Contentment gain: 1.

Furniture

The player can add the following furniture to the Living Room (purchasable from the Carpenter):

  • Sofa, or Luxury Sofa (One): Luxury sofa gives +1 Happiness per day to occupants.
  • Armchairs (Three): No benefit.
  • Book Shelf (Three): There is currently no benefit from having book shelves in the Living Room, unlike in other rooms of the house.
  • Dinner Table (One): No benefit.

Rename

The player can rename the Living Room to something else if he so chooses.