The Academy

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Revision as of 12:31, 16 April 2024 by Q.T (talk | contribs) (→‎NPCs Classes: added the classes that the NPCs can be sent to attend by the MC)
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The Academy in Whitehaven district is a large, historic, educational building that provides all manner of classes. It is common practice for middle-class families to send their children here to undertake comprehensive courses covering a wide variety of subjects over multiple terms. Older individuals are not able to join these classes, but can instead pay to attend short, intense catch-up courses providing the essentials in a few key areas. The Academy itself is a maze of haphazardly planned corridors and passageways lined with old oil paintings and wood paneling.

The Academy's administrative headquarters are in the adjacent Historical Society, a separate building but part of the same institution.

History

Founded in 2278 by the renowned Dean Eric Kandor.

Classes

The player can take four different courses here. You must arrive between 8 AM and 12 PM to attend a course, and pay a fee. This fee is a one-time payment for the course and does not need to be paid for each lecture You must attend multiple lectures to complete the course. Once the course is completed, you will gain bonuses to stats. There is a minimum and maximum gain for each course, so everyone will learn at least something. (You want Intelligence 60+ for max stat gains from Hemme's and Wolf's courses, 70+ for Daria's course and her Gift.) Courses cannot be taken again once completed.

Courses

Master Hemme's Know-It-All ($950)

A general course that teaches a myriad of basic subjects.

Min/Max Gains
Skill Minimum Maximum
Intelligence +1 +3
Academics +2 +5
Science +2 +5
Manipulate +2 +6
Gambling +1 +5

Daria's Science and Mathematics ($900)

A course focused on raising science and gambling. Completing this course awards Daria's Gift, a special passive ability. Daria's gift becomes active if the player has 70 Intelligence or higher, and grants a +20 bonus to charm rolls when interacting with a character with an Intelligence of 49 or lower.

Min/Max Gains
Skill Minimum Maximum
Intelligence +1 +5
Science +2 +8
Gambling +1 +15

Professor Wolf's Complete Masters ($1500)

A course focused on raising academics.

Min/Max Gains
Skill Minimum Maximum
Intelligence +1 +3
Academics +4 +8
Science +1 +2
Willpower +0 +5

Professor Wolf's Planetary Studies ($1200)

An advanced course focusing on science and academics.

Min/Max Gains
Skill Minimum Maximum
Intelligence +1 +6
Academics +4 +10
Science +2 +5

Tutoring wages

  • Base: $100
  • Skill is 85-94: +$15
  • Skill is 95-99: +$30
  • Skill is 100-109: +$45
  • Skill is 110-129: +$60
  • Skill is 130+: +$160
  • (Other) Skill is 130+: +$10
  • Influence 1000-1499: +$5
  • Influence 1500-2999: +$15
  • Influence 3000-4999: +$20
  • Influence 5000-9999: +$30
  • Influence 10000+: +$45
  • Academic disp. 100-299: +$10
  • Academic disp. 300-499: +$20
  • Academic disp. 500-599: +$30
  • Academic disp. 600-999: +$40
  • Academic disp. 1000+: +$60

NPCs Classes

The player can send NPCs in his household to study the following classes at the Whitehaven Academy, with each of them costing $60/day.

Science and Hardware

A five-year program that trains Ikaanos' future engineers. The SAH, as it is called, delves into everything from natural history to advanced computers and Grid navigation.

DAILY GANCE CHANCE

  • Science: 18%
  • Academics: 12%
  • Disiplince: 8%
  • INTELLIGENCE: 8%
  • WILLPOWER: 8%
  • Influence: +2/day

OTHER NOTES

  • Schedule: 9am-4pm
  • Stamina loss: -10

HEAD PROFESSOR

  • Obaar Walker

History and Anthropology

A three-year program that offers a complete understanding of Earth's history, Raanic history, and a thorough overview of life and events on other planets before the severance.

DAILY GANCE CHANCE

  • Academics: 22%
  • Science: 12%
  • Disiplince: 9%
  • INTELLIGENCE: 9%
  • WILLPOWER: 6%
  • Influence: +2/day

OTHER NOTES

  • Schedule: 9am-4pm
  • Stamina loss: -10

HEAD PROFESSOR

  • Nadarian Wolf

Administration and Domestic Art

A three-year program that offers the students a thorough understanding of household economy, gastronomy, and maid services.

DAILY GANCE CHANCE

  • Domestic: 18%
  • Administration: 18%
  • Garderning: 16%
  • Disiplince: 12%
  • INTELLIGENCE: 4%
  • Influence: +2/day

OTHER NOTES

  • Schedule: 9am-4pm
  • Stamina loss: -10

HEAD PROFESSOR

  • Theresa Vimaar

Gymnastics and Performance

A three-year program that molds the student's body into a chiseled perfection. Has trained some of Raana's most famous artists.

DAILY GANCE CHANCE

  • Acrobatics: 20%
  • Dancing: 15%
  • Disiplince: 15%
  • Performance: 6%
  • DEXTERITY: 8%
  • STRENGTH: 9%
  • Influence: +2/day

OTHER NOTES

  • Schedule: 9am-4pm
  • Stamina loss: -25
  • Injury risk
  • Risk (other)

HEAD PROFESSOR

  • Geoffrey Dolme