The Player

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Revision as of 13:02, 22 September 2023 by Darothar (talk | contribs) (→‎Skills: Added a section on books)
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In Masters of Raana, you take the role of a male protagonist that's recently inherited a large house from his disappeared brother. That makes you one of the lucky ones. The world of Raana is harsh and unforgiving, where might and influence determine who you are and how the future will remember you.

And the future is truly yours. Masters of Raana is an open-world with endless possibilities. There are no guiding hands or set goals and there is no end except when you choose to quit. Your background is also highly customizable during the character creation progress and your choices there affect how the inhabitants of Ikaanos perceive and remember you.


Masters of Raana features an advanced old-school skill system. There are no levels - you get better at the skills you actually use, and you can further tune your character's focus with skill books, personal trainers, and by taking courses at the academy.


Attributes[edit | edit source]

Attributes are five defining statistics that represent the core of our main character (MC) and they have a significant impact on many of the things you undertake in Masters of Raana. Each Skill is dependent on an attribute, and in some cases, attributes give a small boost to every skill check you undertake during gameplay. Basic actions such as breaking down a door (Strength), jumping or climbing (Dexterity), or enduring a sexual orgy (Stamina) are all determined solely by an attribute check, whereas more advanced actions such as gambling, hacking computers, or firing a weapon are determined by a skill check.

Strength[edit | edit source]

Strength is a metric that indicates your physical prowess and muscular build. The ATTRIBUTE is mostly used to modify the damage dealt in melee combat. Additionally, you employ Strength to break through barriers and improve the efficiency of heavier weaponry. Maintaining a trim body is critical if you want to get laid. A high Strength value provides a small bonus when seducing the opposite sex.

  • A Strength score of less than 40 represents a typical Ikaanos individual. You will have difficulty performing relatively simple strength-based jobs and should avoid anybody who is trained or naturally skilled.
  • A Strength score of 40 to 75 indicates that the individual has begun to work on honing their physique. You can easily overcome average individuals, but will face a challenge from those who have invested their own effort.
  • A Strength score of between 74 and 99 indicates a well-trained body in an aspiring warrior. However, there are further extremes, particularly for individuals who have embraced cybernetics.
  • A Strength score of 100 or above indicates a body that is operating at the extreme limits of human performance.

Increase Strength:

  • By performing an at-home workout.
  • By means of critical success rolls (ie, working a physically demanding job, story events, etc).
  • Through the use of melee weapons in combat.

Strength can be negatively affected by:

  • Injuries
  • Aging

Stamina and Stamina Points[edit | edit source]

Stamina has an effect on the amount of damage you take in combat. Additionally, it impacts how quickly you heal from injuries, how rapidly you replenish Stamina Points, and how athletic you are when it comes to sustaining prolonged sessions of sexual activity. Lastly, this ATTRIBUTE has a minor influence on the result of physical training sessions.

  • A Stamina score of less than 40 indicates a typical Ikaanos individual.
  • A Stamina score of 40 to 74 indicates that the individual has begun to work on honing their physique. You'll be able to return home after a hard day's work and still perform strenuous activities.
  • A Stamina rating of 79 to 99 indicates an inexhaustible warrior with a well-trained body. Individuals that attempt to flee you will eventually succumb to exhaustion, unless they are one of the rare elites or possess cybernetics.
  • A Stamina score of 100 or more indicates that the body is operating at the extreme limits of the human body.

Increase Stamina:

  • By performing a home workout.
  • Through prolonged sessions of sexual interaction.

Stamina can be negatively affected by:

  • Injuries
  • Aging

NOTE: While Stamina Points (Stamina pool) are not technically an ATTRIBUTE or Skill, they are a critical metric to monitor. Each complex action, such as trekking through a thunderstorm, hunting in the woods, engaging in sexual activities, or working at a chemical processing factory, depletes your Stamina Point pool. When all of your Stamina Points are depleted, you become exhausted and must immediately rest. A restful night's sleep restores the majority of your Stamina Points and prepares you for another day of activity.

Increase Stamina Points:

  • A good night's rest.
  • Taking a shower (additional bonuses for showering with your slave).
  • Getting a massage (either from slaves or prostitutes).
  • Varied relaxing and enjoyable activities.

Stamina Points are negatively affected by:

  • Most activities that require effort on your part.

Dexterity[edit | edit source]

Dexterity is what defines your overall acrobatic abilities - such as scaling walls, racing through minefields, or fleeing from an adversary. The attribute is primarily used in battle, where a Dodge roll checks your Dexterity when someone tries to hit you with a melee weapon.

  • A Dexterity score of less than 40 represents a typical Ikaanos individual.
  • A Dexterity score of 40 to 74 indicates that the individual has begun to work on honing their physical abilities. If you pay attention and have a little bit of luck, you can evade enemy attacks.
  • A Dexterity score of 75 to 99 reflects an agile fighter with a well-trained body. Even when wearing armor, you can be extremely difficult to hit. Nevertheless, a few masters and numerous cybernetics are still capable of hitting you.
  • A Dexterity score of 100 or above indicates a body that is operating at the very top of its capabilities.

Increase Dexterity

  • By performing a workout at home.
  • Through critical success rolls.

Dexterity can be negatively affected by

  • Injuries
  • Aging

Intelligence[edit | edit source]

Intelligence is what defines a character's concentration, intellect, and sharpness of mind. This ATTRIBUTE provides a significant advantage while attempting to educate one of your slaves or extract skill points from a book.

A high Intelligence value will also assist you in manipulating other characters.

Increase Intelligence:

  • By enrolling in classes at the Academy.
  • By instructing students at the Academy.
  • Through critical success rolls.
  • Through the SpaceBall event (Arrange Event > ENSYS night) - 20% chance to increase INT up to a maximum of 70.
  • By reading skillbooks pertaining to academic/intellectual subjects.
  • By completing an RPG campaign (Arrange Event > RPG night).
  • By completing Ayden's RPG campaign.

Intelligence can be negatively affected by:

  • Specific injuries

Willpower[edit | edit source]

Willpower is a measure for your sense of self-esteem, honor, and mental wellness. It amplifies your attempts at manipulation, seduction, and persuasion while engaging with other characters. Additionally, it is a beneficial ATTRIBUTE when gambling or carousing in a tavern.

Increase Willpower:

  • By teaching at the Academy and resolving events with students.
  • Through random events.
  • By reading books pertaining to personal communication (like from "Shelves of Domination" at the Bookstore).

Willpower can be negatively affected by:

  • Random events
  • Assembly work


Skills[edit | edit source]

Academics[edit | edit source]

The Academics skill determines the MC's general knowledge about Raana, Earth and general history. It's also used for library search and as a bar for entering certain establishments (such as the historical society).

Increase Academics:

  • Through courses at The Academy.
  • Through random events and quests.
  • By reading books.
  • By joining the Historical Society and visit the library.

Medicine[edit | edit source]

The Medicine skill determines if you're able to use Doctor's kits or not (40+) and will increase the amount of restored Health points when using Stimpacks.

Increase Medicine:

  • By reading books.
  • By using the Doctor's kit to raise fallen followers after combat (33% chance, max. 90).
  • Through random events.

Science[edit | edit source]

The Science skill determines the MC's knowledge about technology, computers and natural history. It's a crucial skill when hacking gates and computers and solving domestic events at home that requires electrical repair.

Increase Science:

  • Through courses at The Academy.
  • Through random events and quests.
  • By reading books.
  • By joining the Historical Society and visit the cigar room.

Charm[edit | edit source]

Charm partly describes the MC's good looks but is also a sign of his good manners, behavior and general masculine "force of attraction".

Increase Charm:

  • By participating in certain courses.
  • By caressing a slave/wife during seduction events (5% chance up to a maximum of 70).
  • Through plastic surgery at the Doctor's Hall in Crystal Heights.


Books[edit | edit source]

Books are available in a variety of areas to improve your skills and attributes. They provide a range of points and most require an intelligence of 65 to get the best benefit from them. Once obtained they can be accessed via Training > Advanced Training.

The check for results occurs when you finish reading a book so you can pre-read most of a book and then leave it to finish when you achieve 65 intelligence.


Academics

The forming of Raana: at 65 intelligence raises academics by 9 and Intelligence by 1; found automatically in the Advanced Training Menu

Earth 1950-2150: when bought states raises academics by 5-8 points; at 65 intelligence raises academics by 11 and Intelligence by 1; purchasable for $150 from the General Store in Redhaven.

History of YRB-43: when bought states raises academics by 6-10 points; at 65 intelligence raises academics by 12 and Intelligence by 1; purchasable for $280 from Bookstore in Whitehaven

The Great Turmoil: at 65 intelligence raises academics by 12 and Intelligence by 1; obtained from the Stokke Hills Bunker (house at the Juno POI)


Medicine

Basic Medicine: when bought states raises medicine by 6-11; at 65 intelligence raises medicine by 9 and Intelligence by 1; purchasable for $250 from Bookstore in Whitehaven

Doctor's Manual: when bought states raises medicine by 7-8; at 65 intelligence raises medicine by 10 and Intelligence by 1; purchasable for $250 from Bookstore in Whitehaven

Natural Remedies: when bought states raises medicine by 9-14; at 65 intelligence raises medicine by 17 and Intelligence by 2; purchasable for $550 from Bookstore in Whitehaven

High Medicine: when bought states raises medicine by 9-14; at 65 intelligence raises medicine by 17 and Intelligence by 2; purchasable for $750 from Bookstore in Whitehaven


Science

Basic Science: when bought states raises science by 6-8 points; at 65 intelligence raises science by 10 and Intelligence by 1; purchasable for $280 from Bookstore in Whitehaven

CPU Architecture: when bought states raises science by 11-13 points; at 65 intelligence raises science by 12 and gambling by 3; purchasable for $250 from Bookstore in Whitehaven

On The Fringe: when bought states raises science by 9-14; at 65 intelligence raises science by 13 and Intelligence by 2; purchasable for $180 from Bookstore in Whitehaven

Quantum Gates: when bought states raises science by 9-14; at 65 intelligence raises academics by 9, science by 14 and Intelligence by 2; purchasable for $450 from Bookstore in Whitehaven


Persuade

Rule your Enemy: when bought states raises by 8-10; at 65 intelligence raises manipulate by 10 and charm by 3; purchasable for $200 from Bookstore in Whitehaven

Obey: when bought states raises by 9-10; at 65 intelligence raises manipulate by 11 and charm by 2; purchasable for $220 from Bookstore in Whitehaven

Invite Yourself: when bought states raises by 10-14; at 65 intelligence raises manipulate by 13 and willpower by 4; purchasable for $250 from Bookstore in Whitehaven

Dama's Handbook: when bought states raises by 11-15; at 65 intelligence raises manipulate by 11 and charm by 2; purchasable for $500 from Bookstore in Whitehaven


BDSM

The Art of Paine I: when bought states raises by 10-15; at 65 intelligence raises bondage by 8 and flagellation by 5; purchasable for $350 from Devious Tools in Whitehaven

Demonic Pleasure: when bought states raises by 9-13; at 65 intelligence raises bondage by 6 and flagellation by 5; purchasable for $350 from Devious Tools in Whitehaven

The Art of Paine II: when bought states raises by 15-17; at 65 intelligence raises bondage by 10 and flagellation by 6; purchasable for $500 from Bookstore in Whitehaven

The Pain of Rose: when bought states raises by 14-23; at 65 intelligence raises bondage by 9, flagellation by 3 and charm by 5; purchasable for $650 from Devious Tools in Whitehaven


Crafting

Ingot Secrets: when bought states raises by 9-15; at 65 intelligence raises blacksmithing by 10 and artisan by 5; purchasable for $350 from Bookstore in Whitehaven

Artisan's Guide: when bought states raises by 10-19; at 65 intelligence raises blacksmithing by 5 and artisan by 11; purchasable for $650 from Bookstore in Whitehaven


A note about training medicine and charm. Medicine is generally only raised by reviving someone in your party which involves attribute losses unless you use a doctors kit which requires skill 40. Doctors kits have a skill cap of 90 in turn. Generally its a choice between reading a couple of the medical books earlier to get to 40 to stop attribute losses and then leaving the other two till later or leaving them all till cap. Charm is easily raiseable by surgery in the clinic to 85 (or 89 if you happen to have an 84 stat before the last surgery) so its advised not to read books which give charm till after you've done that.