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	<id>https://www.mastersofraana.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AlexD</id>
	<title>Masters of Raana - User contributions [en]</title>
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	<updated>2026-05-27T19:42:52Z</updated>
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	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Accessories_and_Equipment&amp;diff=10939</id>
		<title>Accessories and Equipment</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Accessories_and_Equipment&amp;diff=10939"/>
		<updated>2026-05-26T05:30:23Z</updated>

		<summary type="html">&lt;p&gt;AlexD: added variable names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists clothes, accessories and other equipment that could potentially affect NPCs, and a couple can help the MC too.&lt;br /&gt;
&lt;br /&gt;
Note that currently, stat bonuses to NPC [[Attributes (NPCs)#Beauty|Beauty]] and [[Attributes (NPCs)#Charisma|Charisma]] from clothing, jewellery and perfume do not help NPCs meet prerequisites for jobs (such as [[Assignments and Jobs#Golden Dragon (performer)|Performer]]), and do not increase benefits from jobs for which these stats are relevant (such as [[Assignments and Jobs#Herald|Herald]]), and also do not increase [[Slave Market - Auction Slave - Base Price Calculations|slave auction base price]] (though the presence of [[Piercings]] does so directly) - so remove any expensive items before auctioning slaves! &lt;br /&gt;
&lt;br /&gt;
==Maid&#039;s Dress==&lt;br /&gt;
[[File:Maidbutt.png|alt=Maid&#039;s uniform|thumb|A maid&#039;s outfit]]&lt;br /&gt;
Formal attire to signify the wearer as a female domestic servant. Some have sexy designs. &lt;br /&gt;
*&#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; $495&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039; Uniforms double the [[Influence]] bonus from [[Assignments and Jobs#House Maid|Household Maids]], and double the daily chance of them increasing their [[Skills (NPCs)#Domestic|Domestic]] skill and their [[Attributes (NPCs)#Discipline|Discipline]].&lt;br /&gt;
*&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;$ownmaid&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Formal Suit (MC or NPC)==&lt;br /&gt;
[[File:Buttsuit.png|alt=Butler suit button|thumb|A butler&#039;s or footman&#039;s outfit]]&lt;br /&gt;
A formal suit suitable for wear by male domestic servants as well as by masters of households, this item can be donned by NPCs ([[Assignments and Jobs#Footman|Footmen]] and [[Titles (Slaves)#Butler|Butler]] recommended), as well as by the MC. &lt;br /&gt;
*&#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]]&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; $500&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039; Provides a +2 [[The Player#Charisma|Charisma]] and +2 [[The Player#Beauty|Beauty]] modifier when equipped. For Footmen, wearing a suit doubles the +2 [[Influence]] yield which they bring to a household. Uniforms also double the daily chance of [[Assignments and Jobs#Footman|Footmen]] increasing their [[Skills (NPCs)#Domestic|Domestic]] skill and their [[Attributes (NPCs)#Discipline|Discipline]]. &lt;br /&gt;
*&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;$ownsuit&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Robe (MC only) ==&lt;br /&gt;
[[File:Robe.png|alt=A religious robe for the MC|thumb|117x117px|A religious robe for the MC]]&lt;br /&gt;
A wool robe suitable for religious gatherings.&lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]]&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $400&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; Provides a +1 [[The Player#Charisma|Charisma]] modifier and a +10 [[Conversion|Convert]] chance bonus when equipped.&lt;br /&gt;
* &#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;$ownrobe&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Slave Collar==&lt;br /&gt;
[[File:Collarbutt.png|alt=Slave collar|thumb|A leather neck collar]]&lt;br /&gt;
Leather collar with metal rings to allow for connection of chains etc. &lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]] and [[Devious Tools]]&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $160 (Devious) or $200 (Nika&#039;s; Nika claims his collars have a back-story justifying a higher price)&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; Lowers escape risk by two points. Gives a 16.6% chance to lower [[Willpower]] by one point, and a 16.6% daily chance to increase [[Traits (NPCs)#Submissive|Submissive]] Trait by one point, if [[Happiness and Affection|Affection]] is Friendly or lower.&lt;br /&gt;
* &#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;$owncollar&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Nipple chains==&lt;br /&gt;
[[File:Nipplechainsbutt.png|alt=Nipple chains|thumb|Nipple chains, secured from a neck collar.]]&lt;br /&gt;
Can be impeded by the presence of nipple piercings. Secured by nipple clamps, and connected via chains to a neck collar. &lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Devious Tools]]&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $200&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; Increases Nipple [[Wear]] (+8) and [[Pain]] (+3). Wearers with [[Corruption]] 39 or lower will lose [[Happiness and Affection|Happiness]] and [[Happiness and Affection|Affection]], and gain [[Humiliation]]; wearers with Corruption 40+ will gain [[Arousal]] and Happiness by small amounts daily; wearers with Corruption 70+ will gain Arousal and Happiness by noticeable amounts daily.&lt;br /&gt;
* &#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;$ownnipplechains&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Butt plugs==&lt;br /&gt;
[[File:Aplug3butt.png|alt=The goliath butt plug|thumb|The Goliath. Insert with caution. ]]&lt;br /&gt;
For insertion up the anus. Enjoyable to wear, for some. With a flanged base to prevent getting sucked up and lost. Jewelled exterior optional. &lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Devious Tools]]&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; small $20 (&amp;lt;code&amp;gt;$ownaplug1&amp;lt;/code&amp;gt;), large $40 (&amp;lt;code&amp;gt;$ownaplug2&amp;lt;/code&amp;gt;), or &amp;quot;goliath&amp;quot; $100 (&amp;lt;code&amp;gt;$ownaplug3&amp;lt;/code&amp;gt;)&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; Butt plugs increase Anal [[Wear]] and [[Pain]], especially if the wearer has the [[Traits (NPCs)#Delicate|Delicate]] trait. Positive effects ([[Arousal]], [[Happiness and Affection|Happiness]]) start at around [[Corruption]] 35-40, becoming easier to obtain as Corruption increases. There are &#039;&#039;&#039;three sizes&#039;&#039;&#039; of butt plug, with increasing effects. Jewelled and [[embryl]] butt plugs give +2 Beauty and +2 Charisma - if the NPC is naked. And [[embryl]] butt plugs reduce [[Taint]] (-1 point per day). More information can be found [[Butt plugs|here]]. &lt;br /&gt;
&lt;br /&gt;
==Nipple piercings==&lt;br /&gt;
[[File:Pir2.png|alt=A nipple bar|thumb|A nipple bar.]]&lt;br /&gt;
A metal bar whose presence increases the sensitivity of the region. &lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]]&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $250&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; Pain and potential [[Happiness and Affection|Happiness]] loss from the initial act of piercing the slave. +1 to [[Attributes (NPCs)#Beauty|Beauty]] when worn, which might affect gains from [[Assignments and Jobs|Jobs]] for which these stats are relevant (unsure if implemented yet). This stat bonus does not directly affect [[Slave Market - Auction Slave - Base Price Calculations#Piercings|slave sale price]], but the presence of nipple piercings adds to the base price ($100 at Crystal Heights, $300 at Watery Eyes) - which may result in a higher sale price. &lt;br /&gt;
&lt;br /&gt;
==Clitoris &amp;amp; Belly-Button piercing==&lt;br /&gt;
[[File:Pir1.png|alt=Lower body piercings |thumb|Lower body piercings.]]&lt;br /&gt;
Metal bars whose presence increases the sensitivity of the body region they are inserted through.&lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]]&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $350&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; Clitoris and belly-button [[piercings]] have very few negative effects except the initial action of piercing the slave. They increase a girl&#039;s daily [[States (NPCs)#Arousal|Arousal]], especially as [[Corruption]] hits 30+, with further increases at 50+ and 70+. And they give a 5% daily chance to raise the wearer&#039;s Corruption (cap: 30). Plus clitoris piercings give a 15% chance to increase Arousal by +1 each round during vaginal sex. However wearers with the [[Traits (NPCs)#Vanilla|Vanilla]] or [[Traits (NPCs)#Pure|Pure]] traits have a 25% chance to lower their [[Happiness and Affection|Happiness]] one point per day, if their Corruption is 30 or less. There&#039;s also a daily chance (5%) to decrease the [[Traits (NPCs)#Vanilla|Vanilla]] trait by one point, if Corruption is under 50. These piercings also give +3 [[Attributes (NPCs)#Beauty|Beauty]] and +1 [[Attributes (NPCs)#Charisma|Charisma]] when worn, which might affect gains from [[Assignments and Jobs|Jobs]] for which these stats are relevant (unsure if implemented yet). These stat bonuses do not directly affect [[Slave Market - Auction Slave - Base Price Calculations#Piercings|slave sale price]], but the presence of these piercings adds to the base price (+$100 for belly-button, +$150 for clit) - which may result in a higher sale price. &lt;br /&gt;
&lt;br /&gt;
== Tongue piercing ==&lt;br /&gt;
[[File:Pir3.png|alt=A tongue with piercing|thumb|A tongue piercing.]]&lt;br /&gt;
A metal bar through the togue may provide better blowjobs.&lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]]&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $200&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; +20% faster [[Oral]] skill gain (cap: 120). +1 [[Attributes (NPCs)#Beauty|Beauty]] and +1 [[Attributes (NPCs)#Charisma|Charisma]] when worn, which might affect gains from [[Assignments and Jobs|Jobs]] for which these stats are relevant (unsure if implemented yet). These stat bonuses do not directly affect [[Slave Market - Auction Slave - Base Price Calculations#Piercings|slave sale price]], but the presence of a tongue piercing adds +$100 to the base price - which may result in a higher sale price. &lt;br /&gt;
&lt;br /&gt;
==Perfumes==&lt;br /&gt;
[[File:Per1butt.png|alt=DoM perfume|thumb|&amp;quot;DoMe&amp;quot;, cheap perfume.]]&lt;br /&gt;
Smelly liquids a master can provide for his ladyslaves to make them feel more appreciated and make them more alluring to others.&lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]]&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $50 for &amp;quot;DoMe&amp;quot;, 10 days doses (&amp;lt;code&amp;gt;$ownper1&amp;lt;/code&amp;gt;) or $450 for &amp;quot;Ra&#039;s Blance&amp;quot;, 10 days doses (&amp;lt;code&amp;gt;$ownper2&amp;lt;/code&amp;gt;)&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; Increases [[Happiness and Affection|Happiness]] and [[Happiness and Affection|Affection]] (daily chance), especially if a girl has the [[Traits (NPCs)#Materialistic|Materialistic]] trait. Temporary boosts to [[Attributes (NPCs)#Beauty|Beauty]] (+0 from DoMe, +2 from Ra&#039;s Blance) and [[Attributes (NPCs)#Charisma|Charisma]] (+2 from DoMe, +4 from Ra&#039;s Blance), which might affect gains from [[Assignments and Jobs|Jobs]] for which these stats are relevant (unsure if implemented yet), but these stat bonuses will not affect [[Slave Market - Auction Slave - Base Price Calculations#Piercings|slave sale price]].&lt;br /&gt;
&lt;br /&gt;
==Bondage Harnesses==&lt;br /&gt;
[[File:Harnessbutt.png|alt=Leather slave harness|thumb|A leather harness.]]&lt;br /&gt;
Leather or rope bondage gear designed to remind their wearer that their primary purpose is to provide sexual satisfaction to others. &lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Devious Tools]]&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $180 for &#039;&#039;&#039;leather training harness&#039;&#039;&#039; (&amp;lt;code&amp;gt;$ownharness2&amp;lt;/code&amp;gt;) or $120 for pre-tied &#039;&#039;&#039;rope karada&#039;&#039;&#039; (&amp;lt;code&amp;gt;$ownharness&amp;lt;/code&amp;gt;).&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
**Wearers with [[Corruption]] under 30 and [[Traits (NPCs)#Perverted|Pervert]] trait 50 or less:&lt;br /&gt;
***+2 [[Humiliation]] per day&lt;br /&gt;
***-1 [[Happiness and Affection|Happiness]] per day [[File:Karadabutt.png|alt=Karada rope harness|thumb|A &amp;quot;karada&amp;quot; rope harness.]]&lt;br /&gt;
**Wearers with [[Traits (NPCs)#Shamefast|Shamefast]] trait 51+ and [[Corruption]] under 40:&lt;br /&gt;
***-1 [[Happiness and Affection|Happiness]] and [[Happiness and Affection|Affection]] per day&lt;br /&gt;
***+1 [[Humiliation]] per day &#039;&#039;(Note: this is currently bugged to -1 Humiliation as of 0.8.3.1 A1)&#039;&#039;&lt;br /&gt;
***33% chance of -1 [[Willpower]] per day&lt;br /&gt;
**Wearers with 1+ [[Traits (NPCs)#Vanilla|Vanilla]] trait:&lt;br /&gt;
***-1 [[Happiness and Affection|Happiness]] per day&lt;br /&gt;
***+1 [[Stress]] per day&lt;br /&gt;
***+1 [[Humiliation]] per day&lt;br /&gt;
&lt;br /&gt;
== Training outfits ==&lt;br /&gt;
[[File:Ridingbutt.png|alt=A training outfit|thumb|A training outfit. Yes, you really will perform better if wearing just this, believe me. ]]&lt;br /&gt;
For use when riding horses, performing gymnastics, or similar. &lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]], or possibly from joining a [[Assignments and Jobs#Horse Riding|Horse Riding School]] (some girls only; feature may have been nerfed). &lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $395, or free if as part of horse riding package (see above).&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; +1 [[Attributes (NPCs)#Beauty|Beauty]] , +1 [[Attributes (NPCs)#Charisma|Charisma]] , +2 bonus to chance of successful skill(s) gain if worn during relevant [[Homeschooling|Home-schooling]] session, and +5 to success chance if worn during [[Gymnasium#Competition performance|&#039;&#039;&#039;Gymnastics&#039;&#039;&#039;]] contests (benefit not currently available to juniors). Impact on martial/fitness [[Dojo|training dojo]] and [[Assignments and Jobs#Horse Riding|riding school]] skill gain chances not currently clear. &lt;br /&gt;
* &#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;$ownriding&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Necklaces ==&lt;br /&gt;
[[File:Necklace3butt.png|alt=A gold necklace|thumb|A gold necklace.]]&lt;br /&gt;
Removable decorative jewelery.&lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]], or cheaper at the [[The Secret Garden|Secret Garden]] bookstore, or can be [[Crafted]] at home. &lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; $500+ for [[Gold Necklace]] (&amp;lt;code&amp;gt;$ownnecklace3&amp;lt;/code&amp;gt;), $15,000 for [[Diamond Necklace]] (&amp;lt;code&amp;gt;$ownnecklace4&amp;lt;/code&amp;gt;), or $30,000 for [[Embryl Necklace]] (&amp;lt;code&amp;gt;$ownnecklace5&amp;lt;/code&amp;gt;).&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; &lt;br /&gt;
** [[Attributes (NPCs)#Beauty|Beauty]] and [[Attributes (NPCs)#Charisma|Charisma]] gains from wearing (+3/+3 from &#039;&#039;&#039;Gold&#039;&#039;&#039;, +6/+6 from &#039;&#039;&#039;Diamond&#039;&#039;&#039; and +7/+7 from &#039;&#039;&#039;[[Embryl]]&#039;&#039;&#039;). &lt;br /&gt;
** [[Happiness and Affection|Affection]] gains (cap: 60): 1 in 3 chance of +1 daily IF wearer is not [[Angry]] and is not [[Traits (NPCs)#Jaded|Jaded]] - except for [[Traits (NPCs)#Materialistic|Materialistic]] NPCs who gain +1 point per day, unless Angry. &lt;br /&gt;
** &#039;&#039;&#039;Diamond&#039;&#039;&#039; and &#039;&#039;&#039;Embryl&#039;&#039;&#039; necklaces bring [[Happiness and Affection|Happiness]] gains IF the wearer is [[Traits (NPCs)#Materialistic|Materialistic]] (+1 daily; cap: 70). &lt;br /&gt;
** Wearing &#039;&#039;&#039;[[Embryl]]&#039;&#039;&#039; on one&#039;s person will also reduce [[Attributes (NPCs)#Taint|&#039;&#039;&#039;Taint&#039;&#039;&#039;]] (1 in 3 chance of -1 point per day), and may protect against stat decreases caused by exceeding certain levels of Taint. (Better taint protection is obtained from Embryl &amp;quot;worn&amp;quot; internally, but that doesn&#039;t provide as much Beauty and Charisma boost, and is more comfortably done with a [[Butt plugs|butt-plug]] than a necklace.)&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
[[File:Edenbutt.png|alt=Eden gown|thumb|An Eden gown, the current top fashion.]]&lt;br /&gt;
Garb suitable for social occasions, whether formal or at the swimming pool.&lt;br /&gt;
* &#039;&#039;&#039;Location:&#039;&#039;&#039; [[Nika&#039;s Clothes]], and some may be found during certain [[quests]] or as a result of [[overnight events]].&lt;br /&gt;
* &#039;&#039;&#039;Cost:&#039;&#039;&#039; String Bikini $90 (&amp;lt;code&amp;gt;$ownlace&amp;lt;/code&amp;gt;), Lake Bikini $250 (&amp;lt;code&amp;gt;$ownlake&amp;lt;/code&amp;gt;), Latex Strap Bikini $350 (&amp;lt;code&amp;gt;$ownstring&amp;lt;/code&amp;gt;), Holiday Dress $375 (&amp;lt;code&amp;gt;$ownholiday&amp;lt;/code&amp;gt;), Wrap Dress $300 (&amp;lt;code&amp;gt;$owngown&amp;lt;/code&amp;gt;), Loin Dress $320 (&amp;lt;code&amp;gt;$owngown2&amp;lt;/code&amp;gt;), New Eden Gown $950 (&amp;lt;code&amp;gt;$owneden&amp;lt;/code&amp;gt;).&lt;br /&gt;
* &#039;&#039;&#039;Effects:&#039;&#039;&#039; Add to the [[Attributes (NPCs)#Beauty|Beauty]] and [[Attributes (NPCs)#Charisma|Charisma]] of the wearer (&#039;&#039;&#039;String Bikini&#039;&#039;&#039; +2/+0, &#039;&#039;&#039;Lake Bikini&#039;&#039;&#039; +2/+1, &#039;&#039;&#039;Latex Strap Bikini&#039;&#039;&#039; +2/+0, &#039;&#039;&#039;Holiday Dress&#039;&#039;&#039; +2/+0, &#039;&#039;&#039;Wrap Dress&#039;&#039;&#039; +2/+5, L&#039;&#039;&#039;oin Dress&#039;&#039;&#039; +2/+5, &#039;&#039;&#039;New Eden Gown&#039;&#039;&#039; +6/+8).&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Armors&amp;diff=10938</id>
		<title>Armors</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Armors&amp;diff=10938"/>
		<updated>2026-05-26T04:13:59Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Added Aetheria, and variable names&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Armor is a lifesaver. Almost every adventurer uses it – if they can afford to. There are several different armor types available on Raana - from light and unencumbering padded armor, through leather and reinforced leather, to expensive, high-tech and even powered combat armors. Armor is great – but heavy armor will make you an easier target when someone attacks you with a melee weapon. All armor decreases the wearer&#039;s DEXTERITY and his ability to dodge incoming attacks by some amount.&lt;br /&gt;
&lt;br /&gt;
==Armor Attributes==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Soak&#039;&#039;&#039; is the amount by which this type of armor reduces damage from a successful attack, when it is in peak &#039;&#039;&#039;condition&#039;&#039;&#039; (see below). Note that some weapons are &#039;&#039;&#039;[[Weapons#Weapon attributes|armor piercing]]&#039;&#039;&#039;, and bypass about 12-20% of this soak value.&lt;br /&gt;
* &#039;&#039;&#039;Penalty&#039;&#039;&#039; is the amount by which this type of armor penalizes your Dexterity when worn.&lt;br /&gt;
* &#039;&#039;&#039;Condition:&#039;&#039;&#039; If a hit penetrates your armor to do health damage, it may also damage the armor enough to reduce its &#039;&#039;&#039;Soak&#039;&#039;&#039; value: if Duraplate or Combat Armor, a 1 in 4 chance of 1-2 points reduction; if Weave or HULC armor, a 1 in 8 chance of 1 point reduction; otherwise a 3 in 8 chance of 1-3 points reduction. Make sure you repair your armor at an [[Armor Store|armor store]] before heading out on adventures! Broken armor (if Soak reaches 0) will be permanently removed from your inventory. Repairing armor takes 1-3 hours depending on how damaged it is, and costs money. You can also do it yourself at home if you have the appropriate materials, equipment and skills. &lt;br /&gt;
*&#039;&#039;&#039;Upgrades:&#039;&#039;&#039; Combat Armor can have extra reinforcement added at some specialist armorers.&lt;br /&gt;
&lt;br /&gt;
== Armor Suits ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[File:Slpaddedbig.png|alt=Padded armor suit (stylish)|left|thumb|283x283px|Padded armor suit (stylish)]]&lt;br /&gt;
|&lt;br /&gt;
=== Padded Armor ===&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; 5 &amp;lt;br&amp;gt;&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -2 Dex &amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; $250 &amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Price:&#039;&#039;&#039; $10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; Light-weight armor consisting of pockets stuffed with fiber cloth. Offers decent protection for very little money - with a negligible encumbrance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;ownslpadded&amp;lt;/code&amp;gt; (NPCs) or &amp;lt;code&amp;gt;ownpadded&amp;lt;/code&amp;gt; (MC) &lt;br /&gt;
|[[File:Armorpaddedsl.png|alt=Padded armor jumpsuit|thumb|Padded armor jumpsuit]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Armorleather.png|alt=Leather armor (practical)|left|thumb|289x289px|Leather armor (practical)]]&lt;br /&gt;
|&lt;br /&gt;
=== Leather Armor ===&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; 10 &amp;lt;br&amp;gt;&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -10 Dex  &amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; $500 &amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Price:&#039;&#039;&#039; $30 &amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; A common adventurer&#039;s armor that offers enough protection to deflect most low-tier melee weapons and substantially limit damage from small arms fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;ownslleather&amp;lt;/code&amp;gt; (NPCs) or &amp;lt;code&amp;gt;ownleather&amp;lt;/code&amp;gt; (MC) &lt;br /&gt;
|[[File:Slleatherbig.png|alt=Leather armor (feminine)|thumb|309x309px|Leather armor (feminine)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Armorhleather.png|alt=Heavy leather armor (upper; male)|left|thumb|303x303px|Heavy leather armor (upper; practical)]]&lt;br /&gt;
|&lt;br /&gt;
=== Heavy Leather Armor ===&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; 14 &amp;lt;br&amp;gt;&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -18 Dex  &amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; $1,000 &amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Price:&#039;&#039;&#039; $60 &amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; A leather armor reinforced with steel plates. Offers good protection for relatively little money.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;ownslhleather&amp;lt;/code&amp;gt; (NPCs) or &amp;lt;code&amp;gt;ownhleather&amp;lt;/code&amp;gt; (MC)&lt;br /&gt;
|[[File:Slhleatherbig.png|alt=Heavy leather armor (upper; feminine)|thumb|313x313px|Heavy leather armor (upper; feminine)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Armorcombat.png|alt=Combat armor (upper; practical)|left|thumb|303x303px|Combat armor (upper; practical)]]&lt;br /&gt;
|&lt;br /&gt;
=== Combat Armor ===&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; 21* &amp;lt;br&amp;gt; &#039;&#039;&#039;Penalty:&#039;&#039;&#039; -23 Dex  &amp;lt;br&amp;gt; &#039;&#039;&#039;Base Price:&#039;&#039;&#039; $3,800 &amp;lt;br&amp;gt; &#039;&#039;&#039;Repair Price:&#039;&#039;&#039; $250 &amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; A heavy armor manufactured at Westside Assembly Plant. Consists of kevlar plates and reinforced steel. Takes a heavy toll on the wearer&#039;s Dexterity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;* Special:&#039;&#039;&#039; Can have chitin or durasteel reinforcing plates added, for extra +6 or +9 Soak respectively, which do not add further Dexterity penalties, but for the MC only (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;ownslcombat&amp;lt;/code&amp;gt; (NPCs) or &amp;lt;code&amp;gt;owncombat&amp;lt;/code&amp;gt; (MC)&lt;br /&gt;
|[[File:Slcombatbig.png|alt=Combat armor (upper; feminine)|thumb|348x348px|Combat armor (upper; feminine)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Armorweave.png|alt=Weave armor (torso, male)|left|thumb|222x222px|Weave armor (torso, male)]]&lt;br /&gt;
|&lt;br /&gt;
=== Combat Weave ===&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; 23&amp;lt;br&amp;gt;&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -3 Dex&amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; $6,200 &amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Price:&#039;&#039;&#039; $2,000* &amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; An ultra-light weave armor strengthened by the legendary ActiveNanite formulae. Expensive to repair but deteriorates slower than other armors. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Repair:&#039;&#039;&#039; Can be repaired at home for $60 per soak point if the MC has an [[Anvil]] and a suitably skilled [[Quartermaster]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;ownslweave&amp;lt;/code&amp;gt; (NPCs) or &amp;lt;code&amp;gt;ownweave&amp;lt;/code&amp;gt; (MC)  &lt;br /&gt;
|[[File:Slweavebig.png|alt=Weave armor (torso, female)|thumb|Weave armor (torso, female)]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Armordura.png|alt=Duraplate armor (torso)|left|thumb|222x222px|Duraplate armor (torso)]]&lt;br /&gt;
|&lt;br /&gt;
=== Duraplate Armor ===&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; 35&amp;lt;br&amp;gt;&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -24 Dex&amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; $13,500 &amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Price:&#039;&#039;&#039; $2,500*&amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; A heavy combat armor made from solid DuraSteel plates. Transforms your follower into a tank - but also a sitting duck for melee fighters due to its large Dexterity penalty. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; &#039;&#039;&#039;Repair:&#039;&#039;&#039; Can be repaired at home for $80 per soak point if the MC has an [[Anvil]] and a suitably skilled [[Quartermaster]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;ownslduraplate&amp;lt;/code&amp;gt; (NPCs) or &amp;lt;code&amp;gt;ownduraplate&amp;lt;/code&amp;gt; (MC) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Slstealthbig.png|alt=Stealth armor (parts of)|left|thumb|257x257px|Stealth armor (parts of)]]&lt;br /&gt;
|&lt;br /&gt;
=== Stealth Armor ===&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&#039;&#039;&#039;Penalty:&#039;&#039;&#039; none&amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; $24,000 &amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Price:&#039;&#039;&#039; n/a &amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; An ultra-light high-tech stealth armor originally manufactured on Earth. &#039;&#039;&#039;Special effect:&#039;&#039;&#039; features camouflaging abilities that makes enemies choose non-stealth armor wearers first. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE: for NPCs only!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;ownslstealth&amp;lt;/code&amp;gt; (NPCs) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Smallaet-enlarged2.png|alt=Clea&#039;s &amp;quot;Aetheria&amp;quot; suit|left|thumb|210x210px|The Aetheria suit]]&lt;br /&gt;
|&lt;br /&gt;
=== The Aetheria ===&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&#039;&#039;&#039;Penalty:&#039;&#039;&#039; none&amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; n/a &amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Price:&#039;&#039;&#039; n/a &amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; A unique, reinforced, cyber-augmented stealth suit owned by the famous bounty hunter [[Clea Vallas]]. &#039;&#039;&#039;Special effect:&#039;&#039;&#039; features camouflaging abilities that makes enemies choose non-stealth armor wearers first. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;NOTE: for [[Clea Vallas]] only!&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;ownslaet&amp;lt;/code&amp;gt; (NPCs) &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Armorwega.png|alt=WEGA armor (torso section)|left|thumb|222x222px|WEGA armor (torso section)]]&lt;br /&gt;
|&lt;br /&gt;
===WEGA Armor===&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; 43&amp;lt;br&amp;gt;&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -12 Dex&amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; $150,000&amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Price:&#039;&#039;&#039; n/a&#039;&#039;&#039;*&#039;&#039;&#039; &amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; A high-tech combat armor consisting of PIIR-coated ultra-thin DuraSteel plates with interior [[Nanites|nanite]] gel (TSR2) that activates under extreme stress. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special effect:&#039;&#039;&#039; +5 Health/turn during combat encounters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair:&#039;&#039;&#039; Can be repaired in person (requires Science 50+) or by a skilled (80+) Quartermaster. Requires 300 nanites, 2 durasteel and a laboratory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;ownslwega&amp;lt;/code&amp;gt; (NPCs) or &amp;lt;code&amp;gt;ownwega&amp;lt;/code&amp;gt; (MC) &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Hulc.png|alt=HULC armor (upper body)|left|thumb|293x293px|HULC armor (upper body)]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
===H.U.L.C. Armor===&lt;br /&gt;
&#039;&#039;&#039;Soak:&#039;&#039;&#039; 50&amp;lt;br&amp;gt;&#039;&#039;&#039;Penalty:&#039;&#039;&#039; -15 Dex&amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; $450,000 and 12,000 [[Influence]] &amp;lt;br&amp;gt;&#039;&#039;&#039;Repair Price:&#039;&#039;&#039; n/a&#039;&#039;&#039;*&#039;&#039;&#039; &amp;lt;br&amp;gt;&#039;&#039;&#039;Description:&#039;&#039;&#039; A pre-severance utility armor constructed for extremely hazardous environments on arid planets. Weighs roughly 1,200 lbs. and uses [[Energy Cells|energy cells]] to power its arms and legs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repair:&#039;&#039;&#039; must be done in person by the MC and requires Artisan 20+, Science 80+, and 1 [[HULC part]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Variable:&#039;&#039;&#039; &amp;lt;code&amp;gt;ownslhulc&amp;lt;/code&amp;gt; (NPCs) or &amp;lt;code&amp;gt;ownhulc&amp;lt;/code&amp;gt; (MC) &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor Upgrades - for the Player only! ==&lt;br /&gt;
These extra reinforcing plates can be added to [[Armors#Combat Armor|Combat Armor]] only, and only for the MC, and can not be [[Armor Store#Repairs|repaired]]. Once the extra [[Soak]] they provide has been partially or completely degraded by combat, they can be replaced with fresh, undamaged plates. Or you can replace undamaged Chitin plates with Tokyo plates at any time if you wish. &lt;br /&gt;
&lt;br /&gt;
===Combat Armor Upgrade - Chitin Plates===&lt;br /&gt;
[[File:Upchitin.png|left|150px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Soak:&#039;&#039;&#039; +6 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&#039;&#039;&#039;Degrade Level:&#039;&#039;&#039; Medium  &amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; $1,500&amp;lt;br&amp;gt;Coat your combat armor plates in a crustacean protective layer. Almost weightless. (May smell of fish.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; Available to the MC only; not NPCs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Armor Upgrade - Tokyo Plates===&lt;br /&gt;
[[File:Uptokyo.png|left|150px]]&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Soak:&#039;&#039;&#039; +9 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penalty:&#039;&#039;&#039; None&amp;lt;br&amp;gt;&#039;&#039;&#039;Degrade Level:&#039;&#039;&#039; Medium &amp;lt;br&amp;gt;&#039;&#039;&#039;Base Price:&#039;&#039;&#039; $3,500&amp;lt;br&amp;gt;Replace your combat armor&#039;s original chest plates with second-grade [[DuraSteel]] covers made at Cyker&#039;s manufacturing plant in [[New Tokyo]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restriction:&#039;&#039;&#039; Available to the MC only; not NPCs.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=File:Smallaet-enlarged2.png&amp;diff=10937</id>
		<title>File:Smallaet-enlarged2.png</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=File:Smallaet-enlarged2.png&amp;diff=10937"/>
		<updated>2026-05-26T04:11:24Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aetheria&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=File:Smallaet-enlarged.jpg&amp;diff=10936</id>
		<title>File:Smallaet-enlarged.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=File:Smallaet-enlarged.jpg&amp;diff=10936"/>
		<updated>2026-05-26T04:09:33Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aetheria&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10935</id>
		<title>SPOILERS</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10935"/>
		<updated>2026-05-26T03:35:23Z</updated>

		<summary type="html">&lt;p&gt;AlexD: added variables section - only half complete - and will move it later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Answers to questions that many players ask but that many other players don&#039;t want to see, are stashed away here. &lt;br /&gt;
&lt;br /&gt;
Peruse at risk of spoiling the enjoyment that discovering this stuff for yourself during gameplay might bring.&lt;br /&gt;
&lt;br /&gt;
=== Scrap Heap ===&lt;br /&gt;
Results of each two hour &amp;quot;search&amp;quot; action of the [[scrap heap]] in the household yard, in order:&lt;br /&gt;
&lt;br /&gt;
1. [[Artifacts|Artifact]] (common): a sealed [[DuraGlass]] soda bottle from 22nd century Earth. There&#039;s still some liquid inside. This could be valuable if you find the right buyer.&lt;br /&gt;
&lt;br /&gt;
2. [[Scrap Metal]] x 5: Inside a rotten leather case, you find a batch of old knives and metal springs that can be turned into steel with the right prerequisites.&lt;br /&gt;
&lt;br /&gt;
3. [[Merchandise]] x 3: You find some still-functional Westside Assembly Plant gadgets in an old metal case. These could be scrapped for valuables or sold for a couple of dollars each at Redhaven Market.&lt;br /&gt;
&lt;br /&gt;
4. [[Merchandise]]  x 2: After searching through a huge wooden chest, you find an intact case full of interesting but not very valuable gadgets.&lt;br /&gt;
&lt;br /&gt;
5. [[Revital]] x5: Wow, inside a sealed [[DuraSteel]] case, you find a batch of Revital vials, used by wealthy [[Spheremasters]] to temporarily stop aging. &lt;br /&gt;
&lt;br /&gt;
6. Nothing: You fail to find anything valuable.&lt;br /&gt;
&lt;br /&gt;
7. Nothing: Unfortunately, you fail to find anything interesting, despite searching for over two hours.&lt;br /&gt;
&lt;br /&gt;
8. [[C-boards]] x 3: You find three old circuit boards from which you can extract gold with the right prerequisites. &lt;br /&gt;
&lt;br /&gt;
9. [[W.E.G.A. cannisters]] x 12: You find a dozen rusty old W.E.G.A. cannisters inside a leather holder. These were once used as ammo for a powerful Russian-made hand-cannon.&lt;br /&gt;
&lt;br /&gt;
10. [[Energy Cells]] x 3: After digging in the same location where you found the W.E.G.A. cannisters, you stumble upon three Energy Cells. These can be used as ammunition for the powerful Plasma rifle or as parts of more advanced crafting projects.&lt;br /&gt;
&lt;br /&gt;
11. [[Weapons#Combat Knife|Combat knife]] x 1: After breaking the lock of an old metal case, you find a family artifact – your brother&#039;s old dagger. You remember how he held this piece very dearly.&lt;br /&gt;
&lt;br /&gt;
12. Bolts x12: After two hours of fruitlessly searching for anything that shines or looks valuable, you manage to pull out an old quiver that still holds a dozen usable crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
13. Ammo - 9mm x5, .30-06 x7, 7.62 x9: After searching in the same place as you found the crossbow bolts, you manage to extract an old ammunition box that contains a handful of various bullets.&lt;br /&gt;
&lt;br /&gt;
14. [[The Player#Health, and Health Points|Health points]] -5: After digging through a three-feet-thick layer of debris, your shovel hits an old grenade cannister that explodes, covering you with sharp pieces of glass and stone! &lt;br /&gt;
&lt;br /&gt;
15. [[The Player#Strength|STRENGTH]] +1: While digging through another pile of debris, far away from potentially explosive areas, you fail to find anything. The strenuous effort has done wonders to your Strength however! &lt;br /&gt;
&lt;br /&gt;
16. [[Scrap Metal]] x 11: You dig through a tougher part of your brother&amp;amp;amp;#39;s old scrap heap and manage to pull out an impressive amount of scrap metal that can be used as material in crafting sessions.&lt;br /&gt;
&lt;br /&gt;
17. [[Gold]] x 1, [[Durasteel]] x 1, [[Fasteners]] x 8, [[Merchandise]] x 21: You uncover a trove of precious items at various locations. After the session is over, you kneel down and pray to the gods in gratitude. (Even if you&#039;re not very religious.)&lt;br /&gt;
&lt;br /&gt;
18. [[The Player#Health, and Health Points|Health points]] -4: Apart from wasting two precious hours of your life, this session ends with a blood-gashing wound after you cut yourself on a sharp piece of glass!&lt;br /&gt;
&lt;br /&gt;
19. [[Merchandise]] x10: You dig at an unexplored part of the heap and manage to conjure up some valuable goods after a sweat-covered session with the shovel.&lt;br /&gt;
&lt;br /&gt;
20. [[The Player#Stamina, and Stamina Points|STAMINA]] +1: You spend two hours searching for valuables but come up with nothing else than dirt and sharp rocks. At least the strenuous effort has improved your Stamina by a small degree.&lt;br /&gt;
&lt;br /&gt;
21. [[H.U.L.C. armor part]] x 1: You&#039;ve found an incredible pre-severance artifact - an intact H.U.L.C. armor part. Gather 15 of these and you can assemble your own high-tech utility armor.&lt;br /&gt;
&lt;br /&gt;
22. [[Accessories and Equipment#Necklaces|Expensive necklace]] x 1: Luck continues to favor you! Just below where the exhumed H.U.L.C. shoulder part was found; you uncover a valuable gold necklace that can be used as an Affection-raising gift to NPCs or sold at the market.&lt;br /&gt;
&lt;br /&gt;
23. [[The Player#Melee Combat|Melee skill]] +1: You come up with nothing after searching through a stubborn pile of rubbish, even if the hundreds of shovel-hits have helped to improve your Melee combat skill!&lt;br /&gt;
&lt;br /&gt;
24. [[DuraSteel]] x 2: Nice! You manage to find two processed rods composed of pure DuraSteel. This resource is vital for when crafting advanced weaponry and ammunition. &lt;br /&gt;
&lt;br /&gt;
25. Cash $350: After two strenuous hours, you&#039;re able to find 350 Ikaanian silver dollars locked inside a small metal box which you believe to be your brother&#039;s old stash safe from when he was a young boy.&lt;br /&gt;
&lt;br /&gt;
26. [[Merchandise]] x 16: Now that you&#039;ve almost worked yourself through the entire scrap heap, most of it dumped in various locations toward Marston Swamps, you consider yourself lucky when you exhume a large pile of interesting goods that can be used for crafting or sold at the market.&lt;br /&gt;
&lt;br /&gt;
27. Nothing. Unfortunately, you fail to find anything interesting.&lt;br /&gt;
&lt;br /&gt;
28. [[Teddy Bears]] x 2, [[Chocolate bars]] x 1: After several hours, you manage to uncover two stuffed teddy bears and a NECO chocolate bar inside an old metal chest. They are in surprisingly good condition. Teddy bears and snacks can be used as Affection and Happiness-raising gifts to certain NPCs.&lt;br /&gt;
&lt;br /&gt;
29. [[The Red River Circlet]] (legendary Item): Just below one of the larger hauled-away piles of rubbish, you manage to uncover something really special. In a large, wooden chest, that you don’t recognize from your own childhood, you uncover a beautiful diadem, crested by a red jewel. &lt;br /&gt;
&lt;br /&gt;
30. [[Wakizashi]] x 1: While wagoning away the last pile of your brother&#039;s old crap, you spot a bindle of old cloth covering a sharp and well-preserved oriental blade. How could you miss that?&lt;br /&gt;
&lt;br /&gt;
Your brother&#039;s old scrap heap has been cleared!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;? MAYBE MOVE CONSOLE COMMANDS ETC. TO A SEPARATE SECTION?&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Game variables ===&lt;br /&gt;
Skill variables for players are stored in &amp;lt;code&amp;gt;SugarCube.State.variables&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skill variables for NPCs are found in the &amp;lt;code&amp;gt;NPC&amp;lt;/code&amp;gt; object (e.g. for Lovisa, Av1 = &amp;lt;code&amp;gt;SugarCube.State.variables.npc.av1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Story variables are marked with &amp;lt;code&amp;gt;$&amp;lt;/code&amp;gt; in game files, and are found in &amp;lt;code&amp;gt;SugarCube.State.variables&amp;lt;/code&amp;gt; ; variable names are generally self-explanatory. &lt;br /&gt;
&lt;br /&gt;
ownenergy ownplasma owngrenade owngl  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MC armors:&#039;&#039;&#039; ownpadded ownleather ownhleather owncombat ownduraplate ownweave ownstealth ownhulc &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NPC armors:&#039;&#039;&#039; value = number from 0 to 200; padded = &amp;lt;code&amp;gt;ownslpadded&amp;lt;/code&amp;gt;, leather = &amp;lt;code&amp;gt;ownslleather&amp;lt;/code&amp;gt;, heavy leather = &amp;lt;code&amp;gt;ownslhleather&amp;lt;/code&amp;gt;, combat armore = &amp;lt;code&amp;gt;ownslcombat&amp;lt;/code&amp;gt;, weve = &amp;lt;code&amp;gt;ownslweave&amp;lt;/code&amp;gt;, duraplate = &amp;lt;code&amp;gt;ownslduraplate&amp;lt;/code&amp;gt;,  stealth = &amp;lt;code&amp;gt;ownslstealth&amp;lt;/code&amp;gt;, aetheria = &amp;lt;code&amp;gt;ownslaet&amp;lt;/code&amp;gt;, WEGA = &amp;lt;code&amp;gt;ownslwega&amp;lt;/code&amp;gt;, HULC = &amp;lt;code&amp;gt;ownslhulc&amp;lt;/code&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee weapons:&#039;&#039;&#039; cane = &amp;lt;code&amp;gt;ownwhipstick&amp;lt;/code&amp;gt;, combat knife = &amp;lt;code&amp;gt;ownknife&amp;lt;/code&amp;gt;, combat staff = &amp;lt;code&amp;gt;ownstaff&amp;lt;/code&amp;gt;, spear = &amp;lt;code&amp;gt;ownspear&amp;lt;/code&amp;gt;, sledge hammer = &amp;lt;code&amp;gt;ownsledge&amp;lt;/code&amp;gt;, sword = &amp;lt;code&amp;gt;ownsword&amp;lt;/code&amp;gt;, wakizashi = &amp;lt;code&amp;gt;ownwaki&amp;lt;/code&amp;gt;, power katana = &amp;lt;code&amp;gt;ownpowerkatana&amp;lt;/code&amp;gt;, greatsword = &amp;lt;code&amp;gt;owngsword&amp;lt;/code&amp;gt;, great axe = &amp;lt;code&amp;gt;owngaxe&amp;lt;/code&amp;gt;,  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged weapons:&#039;&#039;&#039; owncrossbow ownpistol ownrevolver ownshotgun ownprifle ownrifle ownautorifle own50c owncoil &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ammo:&#039;&#039;&#039; crossbow = &amp;lt;code&amp;gt;bolts&amp;lt;/code&amp;gt;, 9mm pistol and pipegun =&amp;lt;code&amp;gt;a9mm&amp;lt;/code&amp;gt;, rifle = &amp;lt;code&amp;gt;a306&amp;lt;/code&amp;gt;, autorifle = &amp;lt;code&amp;gt;a556&amp;lt;/code&amp;gt;, shotgun shells = &amp;lt;code&amp;gt;a12g&amp;lt;/code&amp;gt;, revolver bullets = &amp;lt;code&amp;gt;a45&amp;lt;/code&amp;gt;, [[Energy Cells|energy cells]] for plasma rifles = &amp;lt;code&amp;gt;aenergy&amp;lt;/code&amp;gt;, coilgun MAGs = &amp;lt;code&amp;gt;acoil&amp;lt;/code&amp;gt;, grenades = &amp;lt;code&amp;gt;agl&amp;lt;/code&amp;gt;, WEGA cybercannon = &amp;lt;code&amp;gt;awega&amp;lt;/code&amp;gt; .&lt;br /&gt;
&lt;br /&gt;
=== Editing saves ===&lt;br /&gt;
What, why, how, when to use, pros and cons...&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== How to use Console ===&lt;br /&gt;
What, why, how, when to use, pros and cons...&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
Most (maybe all?) of these variable changes can also be made by editing saves, but it is quicker to use console, and easier in some cases for instance where a variable is undefined so you have to create it.&lt;br /&gt;
&lt;br /&gt;
Also note that these changes are not guaranteed to work - some are old, and may no longer be supported in the current version of the game. &lt;br /&gt;
&lt;br /&gt;
And as ever, save your game before tinkering with it in case you break it and have to go back.&lt;br /&gt;
&lt;br /&gt;
N.B. in the examples below, &amp;lt;code&amp;gt;SugarCube.State.active.variables&amp;lt;/code&amp;gt;  tends to be used, whereas &amp;lt;code&amp;gt;SugarCube.State.variables&amp;lt;/code&amp;gt;  usually suffices; the &amp;lt;code&amp;gt;.active&amp;lt;/code&amp;gt; part may be unnecessary. (Anyone who understands the relevance of this part of the variables, please explain!) &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!CONSOLE COMMAND&lt;br /&gt;
!EFFECT/PURPOSE&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abortion&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.npc.avNNN.pregnant = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
|removes an NPC&#039;s pregnancy, using the NPC&#039;s [[GirlID]] number, where NNN is a number between 1 and 199.&lt;br /&gt;
|[[GirlID]] number rarely matches an NPC&#039;s AVxxx image set for Avs above 99.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Addiction&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.npc.av##.reserved2 = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
|To remove [[Addiction]]&lt;br /&gt;
|might be deprecated and replaced by new [[Traits (NPCs)#Addict|trait]] now&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Black Scorpion&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.raien1 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resets the [[Black Scorpion]] [[POI]] so you can find him again &lt;br /&gt;
|&#039;&#039;&#039;these details vague; someone please improve&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Red River Circlet&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.ownrrc = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|adds the [[Red River Circlet]] to the MC&#039;s inventory&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Control&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.faction.ikaanos.control = NN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the [[Control]] of Ikaanos to a number between &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt;&lt;br /&gt;
|values below 1 or above 99 may function but aren&#039;t recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corruption&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.faction.ikaanos.corruption = NN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the [[Political Events#Corruption|Corruption]] of Ikaanos to a number between &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt;&lt;br /&gt;
|values below 1 or above 99 may function but aren&#039;t recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Goran Ika&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.terrormonster = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|to spawn the big [[charuck]] in [[Kasey&#039;s Park]]; alternatively, set &amp;lt;code&amp;gt;= 0&amp;lt;/code&amp;gt; so it can respawn.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haruto Pai&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.oldmonk = undefined&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resets the bounty quest leading to meeting [[Haruto Pai]] and &#039;&#039;&#039;[[Talika]]&#039;&#039;&#039;; alternatively set the variable to &amp;lt;code&amp;gt;= 2&amp;lt;/code&amp;gt; then find his POI at the docks.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hate&#039;&#039;&#039;&lt;br /&gt;
|...&amp;lt;code&amp;gt;hatemodoff = true&amp;lt;/code&amp;gt;&lt;br /&gt;
|to disable&lt;br /&gt;
|new feature; not fully implemented yet; may not be in public version yet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Hammer&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.ownmal = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|adds the [[Religion#Christianity|Christian faction]] hero&#039;s unique [[sacred mallet]] to the MC&#039;s inventory&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.credit = NNNNNNNNN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets how much [[The Player#Influence|Influence]] the MC has&lt;br /&gt;
|values from 0 to 999,999,999 OK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Juno&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.ownjuno = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
|resets the [[Juno Rowena|Juno]] encounter so you can find her as  [[POI]] in [[Stokke Hills]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kate&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.redsen2 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Kate Veeron|Kate&#039;s]] gang will make a comeback in the hills of [[Locations (Ikaanos)#South Redhaven|South Redhaven]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kelly&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.ownkelly = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
|makes [[Kelly McTierney|Kelly]] appear as an interactable [[POI]] in the MC&#039;s [[The yard|yard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberty&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.faction.ikaanos.lib = NN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the [[Liberty]] of Ikaanos to a number between 1 and 99&lt;br /&gt;
|values below 1 or above 99 may function but aren&#039;t recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lovisa&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mae&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mai-Lynn&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Michelle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.cash = NNNNNNNNN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets how many [[Cash|Ikaanian dollars]] the MC has&lt;br /&gt;
|values from 0 to 999,999,999 OK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monk&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.stokkeen2 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|sets the lone [[cultist monk]] to appear in [[Locations (Ikaanos)#Stokke Hills|Stokke Hills]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Multi-capture&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.variables.dd = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|allows capture of multiple captives per fight if the limit is one&lt;br /&gt;
|deprecated; this is now standard&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Prosperity&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.variables.faction.ikaanos.prosp = NN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the [[Prosperity]] of Ikaanos to a number between &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt;&lt;br /&gt;
|values below 1 or above 99 may function but aren&#039;t recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;QUITTING&#039;&#039;&#039;&lt;br /&gt;
|set &amp;quot;&amp;lt;code&amp;gt;$interacting = false&amp;lt;/code&amp;gt;&amp;quot;&lt;br /&gt;
|should allow you to lave any screen via clicking any button &lt;br /&gt;
|&#039;&#039;&#039;these details vague; someone please improve&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SAVING&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;small&amp;gt;SugarCube.Save.export(&amp;quot;MORday&amp;quot;+SugarCube.State.active.variables.days+&amp;quot;time&amp;quot;+SugarCube.State.active.variables.daycount+&amp;quot;comment&amp;quot;)&amp;lt;/small&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|to force a save at a point of the game where this option isn&#039;t presented on the screen&lt;br /&gt;
|useful for capturing issues to submit as bug reports &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stormchild&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.stormchild = undefined&amp;lt;/code&amp;gt;&lt;br /&gt;
|resets [[Stormchild]] if you&#039;ve lost her&lt;br /&gt;
|&#039;&#039;&#039;may not work now that Stormchild&#039;s availability has changed; someone please confirm&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Talika&#039;&#039;&#039;&lt;br /&gt;
|see Haruto Pai above&lt;br /&gt;
|to get [[Talika]]  if you&#039;ve lost her, one way is to re-do the Haruto Pai quest (see above)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TIME&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.gameDate.setHours(HH)&amp;lt;/code&amp;gt; &lt;br /&gt;
then&lt;br /&gt;
&amp;lt;code&amp;gt;SugarCube.State.active.variables.gameDate.setMinutes(MM)&amp;lt;/code&amp;gt;&lt;br /&gt;
|To set the time, first add a number between 1-24 for HOURS, then add a number from 0-59 for MINUTES. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tuner&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.tuner = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|makes [[Tuner Jackson|Tuner]] appear at his [[POI]] in the south-west of [[the Docks]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Urban Titans&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.anta1.state = 1&amp;lt;/code&amp;gt; &lt;br /&gt;
|resets the [[Urban Titans]] to appear if you&#039;ve lost them&lt;br /&gt;
|&#039;&#039;&#039;these details vague; someone please improve&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Urchin&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.variables.killurch = 99&amp;lt;/code&amp;gt;&lt;br /&gt;
|resets the [[Urchin]] to appear if you&#039;ve lost her&lt;br /&gt;
|&#039;&#039;&#039;these details vague; someone please improve&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Valkyria&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.slavtest = undefined&amp;lt;/code&amp;gt;&lt;br /&gt;
|resets the [[Valkyria]] encounter so you can find her as a [[POI]] in [[Marston Avenue]] again&lt;br /&gt;
|probably made irrelevant or non-functional by recent changes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Workshop&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.variables.oldworkshop = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|to  keep the original [[Workshop]] cap of 10 workers&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10934</id>
		<title>SPOILERS</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10934"/>
		<updated>2026-05-26T00:15:55Z</updated>

		<summary type="html">&lt;p&gt;AlexD: added console commands section. Will likely  move to standalone section later.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Answers to questions that many players ask but that many other players don&#039;t want to see, are stashed away here. &lt;br /&gt;
&lt;br /&gt;
Peruse at risk of spoiling the enjoyment that discovering this stuff for yourself during gameplay might bring.&lt;br /&gt;
&lt;br /&gt;
=== Scrap Heap ===&lt;br /&gt;
Results of each two hour &amp;quot;search&amp;quot; action of the [[scrap heap]] in the household yard, in order:&lt;br /&gt;
&lt;br /&gt;
1. [[Artifacts|Artifact]] (common): a sealed [[DuraGlass]] soda bottle from 22nd century Earth. There&#039;s still some liquid inside. This could be valuable if you find the right buyer.&lt;br /&gt;
&lt;br /&gt;
2. [[Scrap Metal]] x 5: Inside a rotten leather case, you find a batch of old knives and metal springs that can be turned into steel with the right prerequisites.&lt;br /&gt;
&lt;br /&gt;
3. [[Merchandise]] x 3: You find some still-functional Westside Assembly Plant gadgets in an old metal case. These could be scrapped for valuables or sold for a couple of dollars each at Redhaven Market.&lt;br /&gt;
&lt;br /&gt;
4. [[Merchandise]]  x 2: After searching through a huge wooden chest, you find an intact case full of interesting but not very valuable gadgets.&lt;br /&gt;
&lt;br /&gt;
5. [[Revital]] x5: Wow, inside a sealed [[DuraSteel]] case, you find a batch of Revital vials, used by wealthy [[Spheremasters]] to temporarily stop aging. &lt;br /&gt;
&lt;br /&gt;
6. Nothing: You fail to find anything valuable.&lt;br /&gt;
&lt;br /&gt;
7. Nothing: Unfortunately, you fail to find anything interesting, despite searching for over two hours.&lt;br /&gt;
&lt;br /&gt;
8. [[C-boards]] x 3: You find three old circuit boards from which you can extract gold with the right prerequisites. &lt;br /&gt;
&lt;br /&gt;
9. [[W.E.G.A. cannisters]] x 12: You find a dozen rusty old W.E.G.A. cannisters inside a leather holder. These were once used as ammo for a powerful Russian-made hand-cannon.&lt;br /&gt;
&lt;br /&gt;
10. [[Energy Cells]] x 3: After digging in the same location where you found the W.E.G.A. cannisters, you stumble upon three Energy Cells. These can be used as ammunition for the powerful Plasma rifle or as parts of more advanced crafting projects.&lt;br /&gt;
&lt;br /&gt;
11. [[Weapons#Combat Knife|Combat knife]] x 1: After breaking the lock of an old metal case, you find a family artifact – your brother&#039;s old dagger. You remember how he held this piece very dearly.&lt;br /&gt;
&lt;br /&gt;
12. Bolts x12: After two hours of fruitlessly searching for anything that shines or looks valuable, you manage to pull out an old quiver that still holds a dozen usable crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
13. Ammo - 9mm x5, .30-06 x7, 7.62 x9: After searching in the same place as you found the crossbow bolts, you manage to extract an old ammunition box that contains a handful of various bullets.&lt;br /&gt;
&lt;br /&gt;
14. [[The Player#Health, and Health Points|Health points]] -5: After digging through a three-feet-thick layer of debris, your shovel hits an old grenade cannister that explodes, covering you with sharp pieces of glass and stone! &lt;br /&gt;
&lt;br /&gt;
15. [[The Player#Strength|STRENGTH]] +1: While digging through another pile of debris, far away from potentially explosive areas, you fail to find anything. The strenuous effort has done wonders to your Strength however! &lt;br /&gt;
&lt;br /&gt;
16. [[Scrap Metal]] x 11: You dig through a tougher part of your brother&amp;amp;amp;#39;s old scrap heap and manage to pull out an impressive amount of scrap metal that can be used as material in crafting sessions.&lt;br /&gt;
&lt;br /&gt;
17. [[Gold]] x 1, [[Durasteel]] x 1, [[Fasteners]] x 8, [[Merchandise]] x 21: You uncover a trove of precious items at various locations. After the session is over, you kneel down and pray to the gods in gratitude. (Even if you&#039;re not very religious.)&lt;br /&gt;
&lt;br /&gt;
18. [[The Player#Health, and Health Points|Health points]] -4: Apart from wasting two precious hours of your life, this session ends with a blood-gashing wound after you cut yourself on a sharp piece of glass!&lt;br /&gt;
&lt;br /&gt;
19. [[Merchandise]] x10: You dig at an unexplored part of the heap and manage to conjure up some valuable goods after a sweat-covered session with the shovel.&lt;br /&gt;
&lt;br /&gt;
20. [[The Player#Stamina, and Stamina Points|STAMINA]] +1: You spend two hours searching for valuables but come up with nothing else than dirt and sharp rocks. At least the strenuous effort has improved your Stamina by a small degree.&lt;br /&gt;
&lt;br /&gt;
21. [[H.U.L.C. armor part]] x 1: You&#039;ve found an incredible pre-severance artifact - an intact H.U.L.C. armor part. Gather 15 of these and you can assemble your own high-tech utility armor.&lt;br /&gt;
&lt;br /&gt;
22. [[Accessories and Equipment#Necklaces|Expensive necklace]] x 1: Luck continues to favor you! Just below where the exhumed H.U.L.C. shoulder part was found; you uncover a valuable gold necklace that can be used as an Affection-raising gift to NPCs or sold at the market.&lt;br /&gt;
&lt;br /&gt;
23. [[The Player#Melee Combat|Melee skill]] +1: You come up with nothing after searching through a stubborn pile of rubbish, even if the hundreds of shovel-hits have helped to improve your Melee combat skill!&lt;br /&gt;
&lt;br /&gt;
24. [[DuraSteel]] x 2: Nice! You manage to find two processed rods composed of pure DuraSteel. This resource is vital for when crafting advanced weaponry and ammunition. &lt;br /&gt;
&lt;br /&gt;
25. Cash $350: After two strenuous hours, you&#039;re able to find 350 Ikaanian silver dollars locked inside a small metal box which you believe to be your brother&#039;s old stash safe from when he was a young boy.&lt;br /&gt;
&lt;br /&gt;
26. [[Merchandise]] x 16: Now that you&#039;ve almost worked yourself through the entire scrap heap, most of it dumped in various locations toward Marston Swamps, you consider yourself lucky when you exhume a large pile of interesting goods that can be used for crafting or sold at the market.&lt;br /&gt;
&lt;br /&gt;
27. Nothing. Unfortunately, you fail to find anything interesting.&lt;br /&gt;
&lt;br /&gt;
28. [[Teddy Bears]] x 2, [[Chocolate bars]] x 1: After several hours, you manage to uncover two stuffed teddy bears and a NECO chocolate bar inside an old metal chest. They are in surprisingly good condition. Teddy bears and snacks can be used as Affection and Happiness-raising gifts to certain NPCs.&lt;br /&gt;
&lt;br /&gt;
29. [[The Red River Circlet]] (legendary Item): Just below one of the larger hauled-away piles of rubbish, you manage to uncover something really special. In a large, wooden chest, that you don’t recognize from your own childhood, you uncover a beautiful diadem, crested by a red jewel. &lt;br /&gt;
&lt;br /&gt;
30. [[Wakizashi]] x 1: While wagoning away the last pile of your brother&#039;s old crap, you spot a bindle of old cloth covering a sharp and well-preserved oriental blade. How could you miss that?&lt;br /&gt;
&lt;br /&gt;
Your brother&#039;s old scrap heap has been cleared!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;? MAYBE MOVE CONSOLE COMMANDS ETC. TO A SEPARATE SECTION?&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Game variables ===&lt;br /&gt;
Skill variables for players are stored in &amp;lt;code&amp;gt;SugarCube.State.variables&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skill variables for NPCs are found in the &amp;lt;code&amp;gt;NPC&amp;lt;/code&amp;gt; object (e.g. for Lovisa, Av1 = &amp;lt;code&amp;gt;SugarCube.State.variables.npc.av1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Story variables are marked with &amp;lt;code&amp;gt;$&amp;lt;/code&amp;gt; in game files, and are found in &amp;lt;code&amp;gt;SugarCube.State.variables&amp;lt;/code&amp;gt; ; variable names are generally self-explanatory. &lt;br /&gt;
&lt;br /&gt;
E.g. AMMO: 9mm = &amp;lt;code&amp;gt;a9mm&amp;lt;/code&amp;gt;, rifle = &amp;lt;code&amp;gt;a306&amp;lt;/code&amp;gt;, autorifle = &amp;lt;code&amp;gt;a556&amp;lt;/code&amp;gt;, shotgun = &amp;lt;code&amp;gt;a12g&amp;lt;/code&amp;gt;, revolver = &amp;lt;code&amp;gt;a45&amp;lt;/code&amp;gt;, energy cells for plasma rifles = &amp;lt;code&amp;gt;aenergy&amp;lt;/code&amp;gt;, coilgun = &amp;lt;code&amp;gt;acoil&amp;lt;/code&amp;gt;, grenades = &amp;lt;code&amp;gt;agl&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
ownknife ownautorifle ownsword owncrossbow ownpistol ownshotgun ownrevolver owncoil ownenergy ownstaff ownrifle ownsledge owncoil ownplasma ownpowerkatana owngsword ownprifle own50c owngrenade ownwaki ownspear owngl ownpadded ownleather ownhleather owncombat ownduraplate ownweave ownstealth ownhulc  &lt;br /&gt;
&lt;br /&gt;
=== Editing saves ===&lt;br /&gt;
What, why, how, when to use, pros and cons...&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== How to use Console ===&lt;br /&gt;
What, why, how, when to use, pros and cons...&lt;br /&gt;
&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
=== Console Commands ===&lt;br /&gt;
Most (maybe all?) of these variable changes can also be made by editing saves, but it is quicker to use console, and easier in some cases for instance where a variable is undefined so you have to create it.&lt;br /&gt;
&lt;br /&gt;
Also note that these changes are not guaranteed to work - some are old, and may no longer be supported in the current version of the game. &lt;br /&gt;
&lt;br /&gt;
And as ever, save your game before tinkering with it in case you break it and have to go back.&lt;br /&gt;
&lt;br /&gt;
N.B. in the examples below, &amp;lt;code&amp;gt;SugarCube.State.active.variables&amp;lt;/code&amp;gt;  tends to be used, whereas &amp;lt;code&amp;gt;SugarCube.State.variables&amp;lt;/code&amp;gt;  usually suffices; the &amp;lt;code&amp;gt;.active&amp;lt;/code&amp;gt; part may be unnecessary. (Anyone who understands the relevance of this part of the variables, please explain!) &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!CONSOLE COMMAND&lt;br /&gt;
!EFFECT/PURPOSE&lt;br /&gt;
!NOTE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abortion&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.npc.avNNN.pregnant = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
|removes an NPC&#039;s pregnancy, using the NPC&#039;s [[GirlID]] number, where NNN is a number between 1 and 199.&lt;br /&gt;
|[[GirlID]] number rarely matches an NPC&#039;s AVxxx image set for Avs above 99.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Addiction&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.npc.av##.reserved2 = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
|To remove [[Addiction]]&lt;br /&gt;
|might be deprecated and replaced by new [[Traits (NPCs)#Addict|trait]] now&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Black Scorpion&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.raien1 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resets the [[Black Scorpion]] [[POI]] so you can find him again &lt;br /&gt;
|&#039;&#039;&#039;these details vague; someone please improve&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Red River Circlet&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.ownrrc = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|adds the [[Red River Circlet]] to the MC&#039;s inventory&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Control&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.faction.ikaanos.control = NN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the [[Control]] of Ikaanos to a number between &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt;&lt;br /&gt;
|values below 1 or above 99 may function but aren&#039;t recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Corruption&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.faction.ikaanos.corruption = NN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the [[Political Events#Corruption|Corruption]] of Ikaanos to a number between &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt;&lt;br /&gt;
|values below 1 or above 99 may function but aren&#039;t recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Goran Ika&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.terrormonster = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|to spawn the big [[charuck]] in [[Kasey&#039;s Park]]; alternatively, set &amp;lt;code&amp;gt;= 0&amp;lt;/code&amp;gt; so it can respawn.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Haruto Pai&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.oldmonk = undefined&amp;lt;/code&amp;gt;&lt;br /&gt;
|Resets the bounty quest leading to meeting [[Haruto Pai]] and &#039;&#039;&#039;[[Talika]]&#039;&#039;&#039;; alternatively set the variable to &amp;lt;code&amp;gt;= 2&amp;lt;/code&amp;gt; then find his POI at the docks.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hate&#039;&#039;&#039;&lt;br /&gt;
|...&amp;lt;code&amp;gt;hatemodoff = true&amp;lt;/code&amp;gt;&lt;br /&gt;
|to disable&lt;br /&gt;
|new feature; not fully implemented yet; may not be in public version yet.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Hammer&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.ownmal = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|adds the [[Religion#Christianity|Christian faction]] hero&#039;s unique [[sacred mallet]] to the MC&#039;s inventory&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.credit = NNNNNNNNN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets how much [[The Player#Influence|Influence]] the MC has&lt;br /&gt;
|values from 0 to 999,999,999 OK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Juno&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.ownjuno = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
|resets the [[Juno Rowena|Juno]] encounter so you can find her as  [[POI]] in [[Stokke Hills]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kate&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.redsen2 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Kate Veeron|Kate&#039;s]] gang will make a comeback in the hills of [[Locations (Ikaanos)#South Redhaven|South Redhaven]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kelly&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.ownkelly = 0&amp;lt;/code&amp;gt;&lt;br /&gt;
|makes [[Kelly McTierney|Kelly]] appear as an interactable [[POI]] in the MC&#039;s [[The yard|yard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Liberty&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.faction.ikaanos.lib = NN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the [[Liberty]] of Ikaanos to a number between 1 and 99&lt;br /&gt;
|values below 1 or above 99 may function but aren&#039;t recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lovisa&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mae&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mai-Lynn&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Michelle&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.cash = NNNNNNNNN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets how many [[Cash|Ikaanian dollars]] the MC has&lt;br /&gt;
|values from 0 to 999,999,999 OK&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monk&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.stokkeen2 = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|sets the lone [[cultist monk]] to appear in [[Locations (Ikaanos)#Stokke Hills|Stokke Hills]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Multi-capture&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.variables.dd = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|allows capture of multiple captives per fight if the limit is one&lt;br /&gt;
|deprecated; this is now standard&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Prosperity&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.variables.faction.ikaanos.prosp = NN&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sets the [[Prosperity]] of Ikaanos to a number between &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;99&amp;lt;/code&amp;gt;&lt;br /&gt;
|values below 1 or above 99 may function but aren&#039;t recommended.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;QUITTING&#039;&#039;&#039;&lt;br /&gt;
|set &amp;quot;&amp;lt;code&amp;gt;$interacting = false&amp;lt;/code&amp;gt;&amp;quot;&lt;br /&gt;
|should allow you to lave any screen via clicking any button &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SAVING&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;&amp;lt;small&amp;gt;SugarCube.Save.export(&amp;quot;MORday&amp;quot;+SugarCube.State.active.variables.days+&amp;quot;time&amp;quot;+SugarCube.State.active.variables.daycount+&amp;quot;comment&amp;quot;)&amp;lt;/small&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|to force a save at a point of the game where this option isn&#039;t presented on the screen&lt;br /&gt;
|useful for capturing issues to submit as bug reports &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stormchild&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.stormchild = undefined&amp;lt;/code&amp;gt;&lt;br /&gt;
|resets [[Stormchild]] if you&#039;ve lost her&lt;br /&gt;
|&#039;&#039;&#039;may not work now that Stormchild&#039;s availability has changed; someone please confirm&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Talika&#039;&#039;&#039;&lt;br /&gt;
|see Haruto Pai above&lt;br /&gt;
|to get [[Talika]]  if you&#039;ve lost her, one way is to re-do the Haruto Pai quest (see above)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TIME&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.gameDate.setHours(HH)&amp;lt;/code&amp;gt; &lt;br /&gt;
then&lt;br /&gt;
&amp;lt;code&amp;gt;SugarCube.State.active.variables.gameDate.setMinutes(MM)&amp;lt;/code&amp;gt;&lt;br /&gt;
|To set the time, first add a number between 1-24 for HOURS, then add a number from 0-59 for MINUTES. &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tuner&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.tuner = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|makes [[Tuner Jackson|Tuner]] appear at his [[POI]] in the south-west of [[the Docks]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Urban Titans&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.anta1.state = 1&amp;lt;/code&amp;gt; &lt;br /&gt;
|resets the [[Urban Titans]] to appear if you&#039;ve lost them&lt;br /&gt;
|&#039;&#039;&#039;these details vague; someone please improve&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Urchin&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.variables.killurch = 99&amp;lt;/code&amp;gt;&lt;br /&gt;
|resets the [[Urchin]] to appear if you&#039;ve lost her&lt;br /&gt;
|&#039;&#039;&#039;these details vague; someone please improve&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Valkyria&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.active.variables.slavtest = undefined&amp;lt;/code&amp;gt;&lt;br /&gt;
|resets the [[Valkyria]] encounter so you can find her as a [[POI]] in [[Marston Avenue]] again&lt;br /&gt;
|probably made irrelevant or non-functional by recent changes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Workshop&#039;&#039;&#039;&lt;br /&gt;
|&amp;lt;code&amp;gt;SugarCube.State.variables.oldworkshop = 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|to  keep the original [[Workshop]] cap of 10 workers&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=POI&amp;diff=10933</id>
		<title>POI</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=POI&amp;diff=10933"/>
		<updated>2026-05-25T19:51:07Z</updated>

		<summary type="html">&lt;p&gt;AlexD: created page for map POIs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:POI examples.jpg|alt=POI examples|thumb|759x759px|POI examples]]&lt;br /&gt;
POI = Point of Interest - an interactable point on one of the game maps, in the form of a text label above a white pointer, or a red circle with a white six-way cross inside it which will show some pop-up help-text if you hover your mouse over it. &lt;br /&gt;
&lt;br /&gt;
POIs are generally used to indicate features which would not be obvious to the eye when walking around but which will persist (red circle with white cross, e.g. the drainage pipe entrance shown in this example) - or which may only have relevance once or a set number of times, and which might disappear afterwards (text label above a pointer, e.g. the [[Clubhouse]] shown in this example). &lt;br /&gt;
&lt;br /&gt;
The term might also be used more loosely to refer to [[bandits]] (shown in the middle of this example), [[fishing]] spots, [[hunting]] spots, and the &amp;quot;[[claw]]&amp;quot; symbols indicating presence of dangerous Raanan lifeforms.&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Clubhouse&amp;diff=10932</id>
		<title>Clubhouse</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Clubhouse&amp;diff=10932"/>
		<updated>2026-05-25T19:42:48Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Old Clubhouse&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Old_Clubhouse]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=File:POI_examples.jpg&amp;diff=10931</id>
		<title>File:POI examples.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=File:POI_examples.jpg&amp;diff=10931"/>
		<updated>2026-05-25T19:33:42Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;POIs&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Marston_Avenue&amp;diff=10930</id>
		<title>Marston Avenue</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Marston_Avenue&amp;diff=10930"/>
		<updated>2026-05-25T19:16:24Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Locations (Ikaanos)#Marston Avenue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Locations_(Ikaanos)#Marston_Avenue]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Valkyria&amp;diff=10929</id>
		<title>Valkyria</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Valkyria&amp;diff=10929"/>
		<updated>2026-05-25T19:15:49Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to The Valkyria&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Valkyria]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Black_Scorpion&amp;diff=10928</id>
		<title>Black Scorpion</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Black_Scorpion&amp;diff=10928"/>
		<updated>2026-05-25T19:14:00Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to The Black Scorpion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The_Black_Scorpion]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Addiction&amp;diff=10927</id>
		<title>Addiction</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Addiction&amp;diff=10927"/>
		<updated>2026-05-25T19:04:12Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Traits (NPCs)#Addict&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Traits_(NPCs)#Addict]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Haruto_Pai&amp;diff=10926</id>
		<title>Haruto Pai</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Haruto_Pai&amp;diff=10926"/>
		<updated>2026-05-25T18:59:34Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Town Hall#Bounties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Town_Hall#Bounties]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Tier2%2B_slave&amp;diff=10925</id>
		<title>Tier2+ slave</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Tier2%2B_slave&amp;diff=10925"/>
		<updated>2026-05-25T18:09:35Z</updated>

		<summary type="html">&lt;p&gt;AlexD: /* Customisation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:inter_lake.png|thumb|right|500px]]&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 21&lt;br /&gt;
* &#039;&#039;&#039;Race:&#039;&#039;&#039; American&lt;br /&gt;
* &#039;&#039;&#039;Frame:&#039;&#039;&#039; Normal&lt;br /&gt;
* &#039;&#039;&#039;Hair:&#039;&#039;&#039; Blonde&lt;br /&gt;
*&#039;&#039;&#039;Religion:&#039;&#039;&#039; Random&lt;br /&gt;
* &#039;&#039;&#039;Base location:&#039;&#039;&#039; Hamilton Jail (chapter 2, &amp;quot;The last relative&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Status:&#039;&#039;&#039; Slave&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; $150&lt;br /&gt;
*&#039;&#039;&#039;Starting Fame and Prestige:&#039;&#039;&#039; 0 / 0&lt;br /&gt;
*&#039;&#039;&#039;Roaming location:&#039;&#039;&#039; Marston Swamps - orphanage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note! &amp;quot;The Dunham girl&amp;quot; is only included in the Tier2+ [https://subscribestar.adult/grimdark subscription version]!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Dunham girl&amp;quot; was left on the steps of the [[orphanage]] in the borderlands between [[Locations (Ikaanos)#North Redhaven|Redhaven]] and [[Locations (Ikaanos)#Outer Marston Swamp|Marston Swamps]] when just a toddler, with only a pendant to connect her to whoever deposited her there. Her next 11 years at the orphanage were relatively happy and free; a rare state for orphans in south Ikaanos. The orphanage&#039;s matriarch &#039;&#039;&#039;Mrs. Keenan&#039;&#039;&#039; was hard but just, and loved the kids as if they were her own. &amp;quot;Dunham&amp;quot; had many friends, and roamed the streets of Redhaven and Marston Swamps knowing that there was always a warm meal and a bed waiting for her at the orphanage.&lt;br /&gt;
&lt;br /&gt;
Her pleasant childhood ended one stormy night when Mrs. Keenan suddenly died and was replaced by her malevolent sister &#039;&#039;&#039;Mrs. Ardbegger&#039;&#039;&#039;, who completely remodelled the way orphans were taken care of in Redhaven. The younger children were now sent out to earn money as night cats, scavengers and Assembly plant workers, whilst those aged 14 or more were sold off as servants in Ikaanos or to mysterious fates in the Mastersphere. All except for a half dozen who Mrs Ardbegger lost gambling - as happened in Ms. Dunham&#039;s case, who was won from Mrs. Ardbegger in a poker game at [[Furry&#039;s Tavern|Furry&#039;s]] by your brother &#039;&#039;&#039;Joseph&#039;&#039;&#039; almost seven years ago.&lt;br /&gt;
&lt;br /&gt;
Ms. Dunham&#039;s time spent with Joseph will be determined when you customise her, and revealed in conversation with her.&lt;br /&gt;
&lt;br /&gt;
Dunham recently ran away from Joseph, to avoid being sold off by him with most of the rest of his possessions as he prepared for the mysterious trip from which he never returned. She was was recaptured by the [[Skyguard]], found starving in the swamps, and so remains technically an item of property of your inherited household. &lt;br /&gt;
&lt;br /&gt;
=== Customisation ===&lt;br /&gt;
Ms. Dunham is &#039;&#039;&#039;customised&#039;&#039;&#039; when you collect her from [[SGPDHQ|the jail]] in [[Locations (Ikaanos)#Hamilton Square|Hamilton Square]], including choosing her first name. Her subsequent customisation options also set parameters for your brother&#039;s personality, which will influence some dialogues and events in later chapters.&lt;br /&gt;
&lt;br /&gt;
You begin by choosing her first name, from the following nine options: &#039;&#039;&#039;Avelin&#039;&#039;&#039;, &#039;&#039;&#039;Emily&#039;&#039;&#039;, &#039;&#039;&#039;Olivia&#039;&#039;&#039;, &#039;&#039;&#039;Alaria&#039;&#039;&#039;, &#039;&#039;&#039;Valeria&#039;&#039;&#039;, &#039;&#039;&#039;Eloise&#039;&#039;&#039;, &#039;&#039;&#039;Arya&#039;&#039;&#039;, &#039;&#039;&#039;Alice&#039;&#039;&#039; and &#039;&#039;&#039;Zahira&#039;&#039;&#039;. This choice has no game effect. &lt;br /&gt;
&lt;br /&gt;
Next you choose whether your brother acted &#039;&#039;&#039;fatherly&#039;&#039;&#039;&amp;lt;!--broway is 1--&amp;gt;, &#039;&#039;&#039;ordinary&#039;&#039;&#039;&amp;lt;!--broway is 2--&amp;gt; or &#039;&#039;&#039;perverted&#039;&#039;&#039;&amp;lt;!--broway is 3--&amp;gt; towards Ms Dunham during the six or so years she spent with him before being transferred to you. This will affect her traits, skills, attributes and some dialogs. Selecting a &amp;quot;perverted&amp;quot; path might therefore make her a good fuck-toy, but it will also wreck the girl&#039;s Happiness and could provide her with various negative traits. A &amp;quot;fatherly&amp;quot; path makes her a confident and happy girl, who might also be spoiled and materialistic.&lt;br /&gt;
&lt;br /&gt;
After choosing your brother&#039;s character, you&#039;re able to select what focus he had while training his slave. Did he use her as a &#039;&#039;&#039;household maid&#039;&#039;&#039;, a &#039;&#039;&#039;gladiatrix or bodyguard&#039;&#039;&#039;, did he send her off to study at the &#039;&#039;&#039;academy&#039;&#039;&#039; in preparation for some future job, was she a &#039;&#039;&#039;concubine or prostitute&#039;&#039;&#039;, or was she sent out as a &#039;&#039;&#039;hunter, fisher or gatherer&#039;&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
The results of each of the five possible focuses will differ depending on which of the three paths you chose in the first step. A &#039;&#039;&#039;Fatherly&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Pleasure slave&#039;&#039;&#039; background means that your brother courted and respected her like a mistress, while teaching her the arts of love. A &#039;&#039;&#039;Perverted&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Combat slave&#039;&#039;&#039; background means that the poor girl had to endure years of hardships while he trained her into a fierce warrior.&lt;br /&gt;
&lt;br /&gt;
Ms. Dunham can therefore have a total of 15 different backgrounds. &lt;br /&gt;
&lt;br /&gt;
=== Starting statistics and traits ===&lt;br /&gt;
Her base stats are as follows:&lt;br /&gt;
&lt;br /&gt;
Willpower 15, Kindness 40, Discipline 35, Intelligence 35, Dexterity 50, Academics 20, Science 20, Medical 10, Melee 20, Ranged 20, Domestic 10, Dancing 30, Performance 20, Acrobatics 35, Gardening 15, Survival 10, Corruption 10, Vaginal 25, Oral 25, Anal 15, Kissing 35.&lt;br /&gt;
&lt;br /&gt;
These base stats are modified by which of her 15 possible backgrounds you chose, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatherly/Domestic&amp;lt;!--broway is 11, raise 2 &amp;amp; 5--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness +15, happiness +10, discipline +5, domestic +30, Perfectionist trait, Materialistic trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: Assigning this girl as a maid has a daily 1 in 6 chance to raise her Happiness as long as her Anger toward you is 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatherly/Combat&amp;lt;!--broway is 12, raise 6 &amp;amp; 8--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness +10, happiness +10, melee +25, ranged +25, dexterity +15, strength +10, survival +10, Warrior trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: This girl gains a +10 Melee/Ranged success bonus and a +5 Damage bonus if her Master&#039;s Health is below 50 in a combat situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatherly/Academic&amp;lt;!--broway is 13, raise 1 &amp;amp; 9--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness +10, happiness +10, science +15, academics +25, medical +10, intelligence +10, Techie trait, Nerd trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: Teaching this girl at home provides her with a +20 success bonus as long as her Anger toward you is 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatherly/Fucktoy&amp;lt;!--broway is 14, raise 10 &amp;amp; 11--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness +10, happiness +15, vaginal +35, anal +25, oral +40, corruption +15, willpower = 0, Daddy Issues trait, Materialistic trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: This girl feels comfortable serving a (preferably older) man sexually, and has no other wish than to satisfy and be satisfied by a sexual partner who can tell her what to do with her life. However her Happiness is fragile and will decrease 1 point each day her Affection is Neutral or lower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatherly/Wilderness&amp;lt;!--broway is 15, raise 4 &amp;amp; 4--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness +10, happiness +15, survival +35, ranged +15, medical +15, strength +10, dexterity +15, Brawler trait, Wild Born trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: This girl gains +1 Happiness each night spent camping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary/Domestic&amp;lt;!--broway is 21, raise 1 &amp;amp; 10--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
discipline +15, domestic +35, Perfectionist trait, Materialistic trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: The demanding years spent with Joseph were not enough to make this girl forget her past, and she continues to be bothered by thought of the dreadful Mrs. Ardbegger tormenting the children in the crumbling orphanage where she spent the best years of her life. She has sworn to one day try to restore the place to the loving sanctuary it once was. So finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary/Combat&amp;lt;!--broway is 22, raise 6 &amp;amp; 7--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
happiness -10, melee +30, ranged +25, dexterity +25, strength +15, survival +10, Brawler trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary/Academic&amp;lt;!--broway is 23, raise 9 &amp;amp; 12--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
science +25, academics +25, medical +15, intelligence +10, Nerd trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary/Fucktoy&amp;lt;!--broway is 24, raise 3 &amp;amp; 13--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
vaginal +45, anal +25, oral +45, corruption +15, willpower = 0, Jaded trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary/Wilderness&amp;lt;!--broway is 25, raise 14 &amp;amp; 15--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
survival +40, ranged +20, medical +15, strength +12, dexterity +15, Wild Born trait, Brawler trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perverted/Domestic&amp;lt;!--broway is 31, raise 16 &amp;amp; 2--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness -10, happiness -10, discipline +25, domestic +40, Perfectionist trait, willpower = 5, Jaded trait, anal = 40, vaginal = 45, oral = 50, Size Queen trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: Joseph shattered this girl&#039;s self-esteem and any dreams she had of her future. During the gruelling years spent with him she was kept going mainly by sight of her old happy home the crumbling orphanage nearby, and thought of the dreadful Mrs. Ardbegger tormenting the children within. She swore that she would survive to one day restore the place to the loving sanctuary it once was. So finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perverted/Combat&amp;lt;!--broway is 32, raise 17 and 6 or 18 if $melee gte 70--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness -15, happiness -10, melee +45, ranged +35, dexterity +25, strength +20, stamina +30, survival +10, Jaded trait, anal = 20, vaginal = 15, oral = 30, Brawler trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perverted/Academic&amp;lt;!--broway is 33, raise 3 &amp;amp; 17--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness -5, happiness -5, science +25, academics +35, medical +20, intelligence +15, willpower = 5, vaginal +15, anal +25, oral +20, Nerd trait, Jaded trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perverted/Fucktoy&amp;lt;!--broway is 34, raise 3 or 18--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness -10, happiness -15, dexterity +15, corruption +10, willpower to -5, domestic +10, Submissive trait, Jaded trait, anal = 50, vaginal = 55, oral = 70, Jaded trait, Daddy Issues trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perverted/Wilderness&amp;lt;!--broway is 35, raise 19 &amp;amp; 19--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness -10, happiness -10, survival +45, ranged +25, medical +20, strength +15, dexterity +20, willpower = 9, anal to 20, vaginal to 25, oral to 40, Brawler trait, Wild Born trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
=== MC skill boosts: ===&lt;br /&gt;
Each of Joseph&#039;s 15 backgrounds also determines which skills the MC will gain by reflecting on his past in the &amp;quot;[[Old Clubhouse|old clubhouse]]&amp;quot; in Stokke Hills that they shared growing up, as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Joseph&#039;s Nature&lt;br /&gt;
!Reflection 1&lt;br /&gt;
!Reflection 2&lt;br /&gt;
!Subsequent reflections&lt;br /&gt;
|-&lt;br /&gt;
|Fatherly/Domestic&lt;br /&gt;
| +1 Willpower&lt;br /&gt;
| +2 Charisma&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Fatherly/Combat&lt;br /&gt;
| +2 Melee&lt;br /&gt;
| +1 Strength&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Fatherly/Academic&lt;br /&gt;
| +1 Intelligence&lt;br /&gt;
| +1 Intelligence&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Fatherly/Fucktoy&lt;br /&gt;
| +2 Copulation&lt;br /&gt;
| +2 Kissing&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Fatherly/Wilderness&lt;br /&gt;
| +2 Survival&lt;br /&gt;
| +2 Survival&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary/Domestic&lt;br /&gt;
| +1 Intelligence&lt;br /&gt;
| +2 Copulation&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary/Combat&lt;br /&gt;
| +2 Melee&lt;br /&gt;
| +2 Ranged&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary/Academic&lt;br /&gt;
| +1 Academics&lt;br /&gt;
| +3 Copulation and +1 Academics&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary/Fucktoy&lt;br /&gt;
| +3 Bondage &lt;br /&gt;
| +2 Copulation and +2 Kissing&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary/Wilderness&lt;br /&gt;
| +2 Copulation and +2 Survival&lt;br /&gt;
| +1 Intelligence and +2 Survival&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Perverted/Domestic&lt;br /&gt;
| +2 Copulation and +2 Kissing&lt;br /&gt;
| +1 Willpower&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Perverted/Combat&lt;br /&gt;
| +2 Manipulate&lt;br /&gt;
| +2 Melee, OR +2 Copulation and +2 Bondage if Melee 70+&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Perverted/Academic&lt;br /&gt;
| +3 Bondage&lt;br /&gt;
| +2 Manipulate&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Perverted/Fucktoy&lt;br /&gt;
| +3 Bondage&lt;br /&gt;
| +2 Copulation and +2 Bondage&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Perverted/Wildernes&lt;br /&gt;
| +2 Copulation and +2 Survival&lt;br /&gt;
| +2 Copulation and +2 Survival &lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
Back to : [[Available_Slaves_in_Masters_of_Raana#Other_Slaves|Slaves ]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Urban_Titans&amp;diff=10924</id>
		<title>Urban Titans</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Urban_Titans&amp;diff=10924"/>
		<updated>2026-05-25T18:00:17Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Antagonists#Urban Titans&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Antagonists#Urban_Titans]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Holy_Hammer&amp;diff=10923</id>
		<title>Holy Hammer</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Holy_Hammer&amp;diff=10923"/>
		<updated>2026-05-25T17:52:39Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Sacred mallet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Sacred mallet]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=The_Docks&amp;diff=10922</id>
		<title>The Docks</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=The_Docks&amp;diff=10922"/>
		<updated>2026-05-25T17:51:46Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Locations (Ikaanos)#The Docks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Locations_(Ikaanos)#The_Docks]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Liberty&amp;diff=10921</id>
		<title>Liberty</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Liberty&amp;diff=10921"/>
		<updated>2026-05-25T17:40:17Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Political Events#Liberty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Political_Events#Liberty]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Sacred_mallet&amp;diff=10920</id>
		<title>Sacred mallet</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Sacred_mallet&amp;diff=10920"/>
		<updated>2026-05-25T17:36:40Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Weapons#Sacred Mallet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Weapons#Sacred_Mallet]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Cultist_monk&amp;diff=10919</id>
		<title>Cultist monk</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Cultist_monk&amp;diff=10919"/>
		<updated>2026-05-25T17:35:14Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Cultist Monk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Cultist_Monk]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Stokke_Hills&amp;diff=10918</id>
		<title>Stokke Hills</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Stokke_Hills&amp;diff=10918"/>
		<updated>2026-05-25T17:33:59Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Locations (Ikaanos)#Stokke Hills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Locations_(Ikaanos)#Stokke_Hills]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Emerald_City&amp;diff=10917</id>
		<title>Emerald City</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Emerald_City&amp;diff=10917"/>
		<updated>2026-05-25T17:31:52Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Locations (Ikaanos)#Emerald City&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Locations_(Ikaanos)#Emerald_City]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Kasey%27s_Park&amp;diff=10916</id>
		<title>Kasey&#039;s Park</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Kasey%27s_Park&amp;diff=10916"/>
		<updated>2026-05-25T17:29:26Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Redirected page to Locations (Ikaanos)#Kasey&amp;#039;s Park&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Locations_(Ikaanos)#Kasey&#039;s_Park]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Tier2%2B_slave&amp;diff=10910</id>
		<title>Tier2+ slave</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Tier2%2B_slave&amp;diff=10910"/>
		<updated>2026-05-25T03:02:29Z</updated>

		<summary type="html">&lt;p&gt;AlexD: added name options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:inter_lake.png|thumb|right|500px]]&lt;br /&gt;
* &#039;&#039;&#039;Age:&#039;&#039;&#039; 21&lt;br /&gt;
* &#039;&#039;&#039;Race:&#039;&#039;&#039; American&lt;br /&gt;
* &#039;&#039;&#039;Frame:&#039;&#039;&#039; Normal&lt;br /&gt;
* &#039;&#039;&#039;Hair:&#039;&#039;&#039; Blonde&lt;br /&gt;
*&#039;&#039;&#039;Religion:&#039;&#039;&#039; Random&lt;br /&gt;
* &#039;&#039;&#039;Base location:&#039;&#039;&#039; Hamilton Jail (chapter 2, &amp;quot;The last relative&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Status:&#039;&#039;&#039; Slave&lt;br /&gt;
*&#039;&#039;&#039;Cost:&#039;&#039;&#039; $150&lt;br /&gt;
*&#039;&#039;&#039;Starting Fame and Prestige:&#039;&#039;&#039; 0 / 0&lt;br /&gt;
*&#039;&#039;&#039;Roaming location:&#039;&#039;&#039; Marston Swamps - orphanage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note! &amp;quot;The Dunham girl&amp;quot; is only included in the Tier2+ [https://subscribestar.adult/grimdark subscription version]!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Dunham girl&amp;quot; was left on the steps of the [[orphanage]] in the borderlands between [[Locations (Ikaanos)#North Redhaven|Redhaven]] and [[Locations (Ikaanos)#Outer Marston Swamp|Marston Swamps]] when just a toddler, with only a pendant to connect her to whoever deposited her there. Her next 11 years at the orphanage were relatively happy and free; a rare state for orphans in south Ikaanos. The orphanage&#039;s matriarch &#039;&#039;&#039;Mrs. Keenan&#039;&#039;&#039; was hard but just, and loved the kids as if they were her own. &amp;quot;Dunham&amp;quot; had many friends, and roamed the streets of Redhaven and Marston Swamps knowing that there was always a warm meal and a bed waiting for her at the orphanage.&lt;br /&gt;
&lt;br /&gt;
Her pleasant childhood ended one stormy night when Mrs. Keenan suddenly died and was replaced by her malevolent sister &#039;&#039;&#039;Mrs. Ardbegger&#039;&#039;&#039;, who completely remodelled the way orphans were taken care of in Redhaven. The younger children were now sent out to earn money as night cats, scavengers and Assembly plant workers, whilst those aged 14 or more were sold off as servants in Ikaanos or to mysterious fates in the Mastersphere. All except for a half dozen who Mrs Ardbegger lost gambling - as happened in Ms. Dunham&#039;s case, who was won from Mrs. Ardbegger in a poker game at [[Furry&#039;s Tavern|Furry&#039;s]] by your brother &#039;&#039;&#039;Joseph&#039;&#039;&#039; almost seven years ago.&lt;br /&gt;
&lt;br /&gt;
Ms. Dunham&#039;s time spent with Joseph will be determined when you customise her, and revealed in conversation with her.&lt;br /&gt;
&lt;br /&gt;
Dunham recently ran away from Joseph, to avoid being sold off by him with most of the rest of his possessions as he prepared for the mysterious trip from which he never returned. She was was recaptured by the [[Skyguard]], found starving in the swamps, and so remains technically an item of property of your inherited household. &lt;br /&gt;
&lt;br /&gt;
=== Customisation ===&lt;br /&gt;
Ms. Dunham is &#039;&#039;&#039;customised&#039;&#039;&#039; when you collect her from [[SGPDHQ|the jail]] in [[Locations (Ikaanos)#Hamilton Square|Hamilton Square]], including choosing her first name. Her subsequent customisation options also set parameters for your brother&#039;s personality, which will influence some dialogues and events in later chapters.&lt;br /&gt;
&lt;br /&gt;
You begin by choosing her first name, from the following nine options: Avelin, Emily, Olivia, Alaria, Valeria, Eloise, Arya, Alice and Zahira. This choice has no game effect. &lt;br /&gt;
&lt;br /&gt;
Next you choose whether your brother acted &#039;&#039;&#039;fatherly&#039;&#039;&#039;&amp;lt;!--broway is 1--&amp;gt;, &#039;&#039;&#039;ordinary&#039;&#039;&#039;&amp;lt;!--broway is 2--&amp;gt; or &#039;&#039;&#039;perverted&#039;&#039;&#039;&amp;lt;!--broway is 3--&amp;gt; towards Ms Dunham during the six or so years she spent with him before being transferred to you. This will affect her traits, skills, attributes and some dialogs. Selecting a &amp;quot;perverted&amp;quot; path might therefore make her a good fuck-toy, but it will also wreck the girl&#039;s Happiness and could provide her with various negative traits. A &amp;quot;fatherly&amp;quot; path makes her a confident and happy girl, who might also be spoiled and materialistic.&lt;br /&gt;
&lt;br /&gt;
After choosing your brother&#039;s character, you&#039;re able to select what focus he had while training his slave. Did he use her as a &#039;&#039;&#039;household maid&#039;&#039;&#039;, a &#039;&#039;&#039;gladiatrix or bodyguard&#039;&#039;&#039;, did he send her off to study at the &#039;&#039;&#039;academy&#039;&#039;&#039; in preparation for some future job, was she a &#039;&#039;&#039;concubine or prostitute&#039;&#039;&#039;, or was she sent out as a &#039;&#039;&#039;hunter, fisher or gatherer&#039;&#039;&#039;?&lt;br /&gt;
&lt;br /&gt;
The results of each of the five possible focuses will differ depending on which of the three paths you chose in the first step. A &#039;&#039;&#039;Fatherly&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Pleasure slave&#039;&#039;&#039; background means that your brother courted and respected her like a mistress, while teaching her the arts of love. A &#039;&#039;&#039;Perverted&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;Combat slave&#039;&#039;&#039; background means that the poor girl had to endure years of hardships while he trained her into a fierce warrior.&lt;br /&gt;
&lt;br /&gt;
Ms. Dunham can therefore have a total of 15 different backgrounds. &lt;br /&gt;
&lt;br /&gt;
=== Starting statistics and traits ===&lt;br /&gt;
Her base stats are as follows:&lt;br /&gt;
&lt;br /&gt;
Willpower 15, Kindness 40, Discipline 35, Intelligence 35, Dexterity 50, Academics 20, Science 20, Medical 10, Melee 20, Ranged 20, Domestic 10, Dancing 30, Performance 20, Acrobatics 35, Gardening 15, Survival 10, Corruption 10, Vaginal 25, Oral 25, Anal 15, Kissing 35.&lt;br /&gt;
&lt;br /&gt;
These base stats are modified by which of her 15 possible backgrounds you chose, as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatherly/Domestic&amp;lt;!--broway is 11, raise 2 &amp;amp; 5--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness +15, happiness +10, discipline +5, domestic +30, Perfectionist trait, Materialistic trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: Assigning this girl as a maid has a daily 1 in 6 chance to raise her Happiness as long as her Anger toward you is 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatherly/Combat&amp;lt;!--broway is 12, raise 6 &amp;amp; 8--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness +10, happiness +10, melee +25, ranged +25, dexterity +15, strength +10, survival +10, Warrior trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: This girl gains a +10 Melee/Ranged success bonus and a +5 Damage bonus if her Master&#039;s Health is below 50 in a combat situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatherly/Academic&amp;lt;!--broway is 13, raise 1 &amp;amp; 9--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness +10, happiness +10, science +15, academics +25, medical +10, intelligence +10, Techie trait, Nerd trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: Teaching this girl at home provides her with a +20 success bonus as long as her Anger toward you is 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatherly/Fucktoy&amp;lt;!--broway is 14, raise 10 &amp;amp; 11--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness +10, happiness +15, vaginal +35, anal +25, oral +40, corruption +15, willpower = 0, Daddy Issues trait, Materialistic trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: This girl feels comfortable serving a (preferably older) man sexually, and has no other wish than to satisfy and be satisfied by a sexual partner who can tell her what to do with her life. However her Happiness is fragile and will decrease 1 point each day her Affection is Neutral or lower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fatherly/Wilderness&amp;lt;!--broway is 15, raise 4 &amp;amp; 4--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness +10, happiness +15, survival +35, ranged +15, medical +15, strength +10, dexterity +15, Brawler trait, Wild Born trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: This girl gains +1 Happiness each night spent camping.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary/Domestic&amp;lt;!--broway is 21, raise 1 &amp;amp; 10--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
discipline +15, domestic +35, Perfectionist trait, Materialistic trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: The demanding years spent with Joseph were not enough to make this girl forget her past, and she continues to be bothered by thought of the dreadful Mrs. Ardbegger tormenting the children in the crumbling orphanage where she spent the best years of her life. She has sworn to one day try to restore the place to the loving sanctuary it once was. So finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary/Combat&amp;lt;!--broway is 22, raise 6 &amp;amp; 7--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
happiness -10, melee +30, ranged +25, dexterity +25, strength +15, survival +10, Brawler trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary/Academic&amp;lt;!--broway is 23, raise 9 &amp;amp; 12--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
science +25, academics +25, medical +15, intelligence +10, Nerd trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary/Fucktoy&amp;lt;!--broway is 24, raise 3 &amp;amp; 13--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
vaginal +45, anal +25, oral +45, corruption +15, willpower = 0, Jaded trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ordinary/Wilderness&amp;lt;!--broway is 25, raise 14 &amp;amp; 15--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
survival +40, ranged +20, medical +15, strength +12, dexterity +15, Wild Born trait, Brawler trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perverted/Domestic&amp;lt;!--broway is 31, raise 16 &amp;amp; 2--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness -10, happiness -10, discipline +25, domestic +40, Perfectionist trait, willpower = 5, Jaded trait, anal = 40, vaginal = 45, oral = 50, Size Queen trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: Joseph shattered this girl&#039;s self-esteem and any dreams she had of her future. During the gruelling years spent with him she was kept going mainly by sight of her old happy home the crumbling orphanage nearby, and thought of the dreadful Mrs. Ardbegger tormenting the children within. She swore that she would survive to one day restore the place to the loving sanctuary it once was. So finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perverted/Combat&amp;lt;!--broway is 32, raise 17 and 6 or 18 if $melee gte 70--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness -15, happiness -10, melee +45, ranged +35, dexterity +25, strength +20, stamina +30, survival +10, Jaded trait, anal = 20, vaginal = 15, oral = 30, Brawler trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perverted/Academic&amp;lt;!--broway is 33, raise 3 &amp;amp; 17--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness -5, happiness -5, science +25, academics +35, medical +20, intelligence +15, willpower = 5, vaginal +15, anal +25, oral +20, Nerd trait, Jaded trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perverted/Fucktoy&amp;lt;!--broway is 34, raise 3 or 18--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness -10, happiness -15, dexterity +15, corruption +10, willpower to -5, domestic +10, Submissive trait, Jaded trait, anal = 50, vaginal = 55, oral = 70, Jaded trait, Daddy Issues trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perverted/Wilderness&amp;lt;!--broway is 35, raise 19 &amp;amp; 19--&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
kindness -10, happiness -10, survival +45, ranged +25, medical +20, strength +15, dexterity +20, willpower = 9, anal to 20, vaginal to 25, oral to 40, Brawler trait, Wild Born trait.&lt;br /&gt;
&lt;br /&gt;
SPECIAL: As above. Finishing the Redhaven Orphanage questline will boost this girl&#039;s Affection toward you.&lt;br /&gt;
=== MC skill boosts: ===&lt;br /&gt;
Each of Joseph&#039;s 15 backgrounds also determines which skills the MC will gain by reflecting on his past in the &amp;quot;[[Old Clubhouse|old clubhouse]]&amp;quot; in Stokke Hills that they shared growing up, as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Joseph&#039;s Nature&lt;br /&gt;
!Reflection 1&lt;br /&gt;
!Reflection 2&lt;br /&gt;
!Subsequent reflections&lt;br /&gt;
|-&lt;br /&gt;
|Fatherly/Domestic&lt;br /&gt;
| +1 Willpower&lt;br /&gt;
| +2 Charisma&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Fatherly/Combat&lt;br /&gt;
| +2 Melee&lt;br /&gt;
| +1 Strength&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Fatherly/Academic&lt;br /&gt;
| +1 Intelligence&lt;br /&gt;
| +1 Intelligence&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Fatherly/Fucktoy&lt;br /&gt;
| +2 Copulation&lt;br /&gt;
| +2 Kissing&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Fatherly/Wilderness&lt;br /&gt;
| +2 Survival&lt;br /&gt;
| +2 Survival&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary/Domestic&lt;br /&gt;
| +1 Intelligence&lt;br /&gt;
| +2 Copulation&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary/Combat&lt;br /&gt;
| +2 Melee&lt;br /&gt;
| +2 Ranged&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary/Academic&lt;br /&gt;
| +1 Academics&lt;br /&gt;
| +3 Copulation and +1 Academics&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary/Fucktoy&lt;br /&gt;
| +3 Bondage &lt;br /&gt;
| +2 Copulation and +2 Kissing&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary/Wilderness&lt;br /&gt;
| +2 Copulation and +2 Survival&lt;br /&gt;
| +1 Intelligence and +2 Survival&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Perverted/Domestic&lt;br /&gt;
| +2 Copulation and +2 Kissing&lt;br /&gt;
| +1 Willpower&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Perverted/Combat&lt;br /&gt;
| +2 Manipulate&lt;br /&gt;
| +2 Melee, OR +2 Copulation and +2 Bondage if Melee 70+&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Perverted/Academic&lt;br /&gt;
| +3 Bondage&lt;br /&gt;
| +2 Manipulate&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Perverted/Fucktoy&lt;br /&gt;
| +3 Bondage&lt;br /&gt;
| +2 Copulation and +2 Bondage&lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|-&lt;br /&gt;
|Perverted/Wildernes&lt;br /&gt;
| +2 Copulation and +2 Survival&lt;br /&gt;
| +2 Copulation and +2 Survival &lt;br /&gt;
| +2 Stamina (points not maximum)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
Back to : [[Available_Slaves_in_Masters_of_Raana#Other_Slaves|Slaves ]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Guard_Tower&amp;diff=10909</id>
		<title>Guard Tower</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Guard_Tower&amp;diff=10909"/>
		<updated>2026-05-23T00:02:54Z</updated>

		<summary type="html">&lt;p&gt;AlexD: misc. improvements; interrupted; will return to later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Guard Tower.jpg|thumb|500px|right|Bud guarding his best buddy&#039;s home, on the repaired walls, next to the main gate guard tower.]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The &#039;&#039;&#039;Guard Tower&#039;&#039;&#039; is a building within [[the yard]]. It is a massive, dark age construction protecting the gate to the compound, with an armory, a lunch room, and the appointed [[Assignments and Jobs#Captain|Captain&#039;s]] sleeping quarters.&lt;br /&gt;
&lt;br /&gt;
The high &#039;&#039;&#039;Walls&#039;&#039;&#039; around the yard connect with the Guard Tower and include small, open-topped towers on each of the four yard corners. They start off in a dilapidated state, providing minimal barrier to entry to or exit from the Yard.&lt;br /&gt;
&lt;br /&gt;
===Upgrading the Guard Tower and the Walls===&lt;br /&gt;
The Guard Tower and the walls can be separately upgraded, but accessed through the same interface.&lt;br /&gt;
&lt;br /&gt;
==== Upgrade Captain&#039;s Room ====&lt;br /&gt;
Upgrades to the Guard tower mostly affect the Captain&#039;s quarters, boosting the Captain&#039;s [[Happiness and Affection|Happiness]]:&lt;br /&gt;
&lt;br /&gt;
* Dilapidated (starting): &#039;&#039;The captain is forced to huddle in a damp and barely furnished apartment that gives them a noticeable &#039;&#039;&#039;daily Happiness penalty&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
* Adequate (+$1,000): &#039;&#039;The captain enjoys a decent chamber with a large bed, a desk, and enough wall-hangings to keep the cold damp of the night away.&#039;&#039;&lt;br /&gt;
* Imperial (+$7,500): &#039;&#039;The captain enjoys a luxurious apartment with a double bed, electricity, a private bathroom, and expensive decorations. The feeling of appreciation from their commander provides a daily &#039;&#039;&#039;+3 Happiness boost&#039;&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Upgrade the Walls Defences ====&lt;br /&gt;
Upgrades to the Walls boost the [[Assignments and Jobs - Guard#Guard Pool|Guard Pool value]] (defence strength) of the household, which reduces the chances of bandit [[Assignments and Jobs - Guard#Household Raids|raids]] succeeding, reduces the chances of slaves [[Escape|escaping]] from the household, helps prevent thieves from burgling you, and reduces [[Chaos]] in your [[Taverns|Tavern]] if you build one nearbyd Pool more than 20 reduces Chaos by 1 point.&lt;br /&gt;
&lt;br /&gt;
* Level I (starting): None&lt;br /&gt;
* Level II (+$900): &#039;&#039;&#039;reinforced parapet&#039;&#039;&#039; (decreases [[escape chance]] and increase raider defence strength by 5).&lt;br /&gt;
* Level III (+$10,000): to the above, added &#039;&#039;&#039;gothic wall spikes&#039;&#039;&#039; (decrease [[escape chance]] and increase raider defence strength by a further 10, for a total of +15).&lt;br /&gt;
* Level IV (+$70,000): to the above, add &#039;&#039;&#039;motion detectors&#039;&#039;&#039; (decrease [[escape chance]] and increase raider defence strength by 20, for total of +35).&lt;br /&gt;
&lt;br /&gt;
===Other Actions===&lt;br /&gt;
Aside from the actions listed above, the player can also do the following to the Guard Tower:&lt;br /&gt;
&lt;br /&gt;
* Rename it&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=The_yard&amp;diff=10908</id>
		<title>The yard</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=The_yard&amp;diff=10908"/>
		<updated>2026-05-22T23:20:15Z</updated>

		<summary type="html">&lt;p&gt;AlexD: improvements; interrupted; will return to later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Yard.png|thumb|670x670px|Aerial view of the household inherited by the MC from his brother Joseph, showing the large central house with separate basement entrance/shed south of it, protective walls, entrance guard tower, a fully developed shrine, and five areas which can be developed in a variety of different ways. ]]&lt;br /&gt;
&lt;br /&gt;
The yard of the [[Player Home (Redhaven)|house and walled compound]] which the MC inherits from his brother [[Joseph]] is large, and can be improved in a number of ways. &lt;br /&gt;
&lt;br /&gt;
===Guard Tower and Walls===&lt;br /&gt;
To the west the guard tower houses the gate into the property, and also quarters for the guard [[Assignments and Jobs#Captain|Captain]] if one is appointed. (Wherever the Captain is assigned to sleep, they are likely to revert to sleeping in the tower instead, to ensure they are on hand to immediately take charge in case the household is [[Assignments and Jobs - Guard#Household Raids|attacked by raiders]].)&lt;br /&gt;
&lt;br /&gt;
The walls are dilapidated and lack defences currently; they are easy to climb over, and to fall off. See [[Guard Tower]]&lt;br /&gt;
&lt;br /&gt;
===Shrine===&lt;br /&gt;
North of the main house a small shrine exists. It is currently minimally decorated in ways that might be appropriate for atheism, but could be easily changed, or expanded.&lt;br /&gt;
&lt;br /&gt;
[[The Shrine]]&lt;br /&gt;
&lt;br /&gt;
===Yard Slot 1===&lt;br /&gt;
Currently taken up with&lt;br /&gt;
&lt;br /&gt;
Possible Buildings:&lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Dojo]]&lt;br /&gt;
* [[Stables]]&lt;br /&gt;
* [[Garden]]&lt;br /&gt;
* [[Gazebo]]&lt;br /&gt;
* [[Annex]]&lt;br /&gt;
&lt;br /&gt;
===Yard Slot 2===&lt;br /&gt;
South-West/bottom left. Currently vacant.&lt;br /&gt;
&lt;br /&gt;
Possible Buildings:&lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Dojo]]&lt;br /&gt;
* [[Stables]]&lt;br /&gt;
* [[Garden]]&lt;br /&gt;
* [[Gazebo]]&lt;br /&gt;
* [[Annex]]&lt;br /&gt;
&lt;br /&gt;
===Yard Slot 3===&lt;br /&gt;
Currently taken up by a large heap of [[Scrap heap|miscellaneous junk]], mostly rubbish but possibly containing some valuable items.&lt;br /&gt;
&lt;br /&gt;
Once cleared, this space can be used for the following:&lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Dojo]]&lt;br /&gt;
* [[Garden]]&lt;br /&gt;
* [[Annex]]&lt;br /&gt;
&lt;br /&gt;
===Yard Slot 4===&lt;br /&gt;
South-West/bottom left. Currently vacant.&lt;br /&gt;
&lt;br /&gt;
Possible Buildings:&lt;br /&gt;
&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
* [[Dojo]]&lt;br /&gt;
* [[Garden]]&lt;br /&gt;
* [[Annex]]&lt;br /&gt;
&lt;br /&gt;
===Yard Slot 5===&lt;br /&gt;
East/right. Currently vacant.&lt;br /&gt;
&lt;br /&gt;
Possible Buildings:&lt;br /&gt;
&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Small Garden]]&lt;br /&gt;
* [[Gazebo]]&lt;br /&gt;
&lt;br /&gt;
===Unique Building===&lt;br /&gt;
[[Heroes of Ikaanos]]&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Player_Home_(Redhaven)&amp;diff=10907</id>
		<title>Player Home (Redhaven)</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Player_Home_(Redhaven)&amp;diff=10907"/>
		<updated>2026-05-22T22:14:05Z</updated>

		<summary type="html">&lt;p&gt;AlexD: minor improvements; interrupted; will return to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:house.jpg|thumb|500px|right]]&lt;br /&gt;
&lt;br /&gt;
A man&#039;s home is his castle. Sure, this one is a little dilapidated right now, but it&#039;s &#039;&#039;yours.&#039;&#039; A master&#039;s home is more than just his place to live in; its condition affects the happiness of his slaves, his reputation, and the tools at his disposal. An investment in his home is an investment in himself.   &lt;br /&gt;
&lt;br /&gt;
==Ground Floor==&lt;br /&gt;
This large house has many rooms, each of which has different effects and functions. Initially these rooms are in a state of disrepair, so many provide negative effects. Upgrading these rooms once will remove the negative effects, and subsequent upgrades will add positive effects, or even unlock new options.&lt;br /&gt;
&lt;br /&gt;
===Living Room===&lt;br /&gt;
The living room is used for relaxation, and for entertaining guests. The state of the living room affects the MC&#039;s [[Influence]], as well as the [[Happiness and Affection|Happiness]] of all members of the household.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/living room|Living Room]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Kitchen===&lt;br /&gt;
The large kitchen is where the household&#039;s food and beverages are prepared, and it also has space for a dinner table and chairs (which can be bought from the local [[carpenter]]).&lt;br /&gt;
&lt;br /&gt;
The state of the kitchen affects the MC&#039;s [[Influence]], and the cooking-related appliances and amenities installed can affect the [[Happiness and Affection|Happiness]] of all members of the household.&lt;br /&gt;
&lt;br /&gt;
The house doesn&#039;t have a dedicated dining room, so this kitchen/diner&#039;s dual duty means it has greater impact on [[Influence]] than other rooms. Guests will not enjoy eating in a dirty kitchen, after all.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Kitchen|Kitchen]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Bathroom===&lt;br /&gt;
The ground floor main bathroom starts off with basic and broken-down toilet and shower facilities, but can be upgraded to include a luxurious bath for the master of the household. &amp;quot;The dorms&amp;quot; in the basement include multiple toilets and showers to service the servants and slaves of the household. This is the room for the master and his favourites to luxuriate in in private, and to invite others who he wishes to get to know more intimately.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Bathroom|Bathroom]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Office===&lt;br /&gt;
The house starts off with a tatty but cozy office, with flooring and panelling dating back to Raana&#039;s [[Raana#The Dark Age (2315-2416)|Dark Ages]].&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Office|Office]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
=== Spare room ===&lt;br /&gt;
There is one room currently unused, which could be converted into a [[Player Home (Redhaven)/Library|library]] or a [[Player Home (Redhaven)/Private Bedroom|bedroom]] (and note that there is no benefit to having multiple libraries).&lt;br /&gt;
&lt;br /&gt;
==First Floor==&lt;br /&gt;
===Master&#039;s Bedroom===&lt;br /&gt;
This is where the master of the house and his chosen intimate companions (sex slaves, concubines, wives) sleep.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Master&#039;s Bedroom|Master&#039;s Bedroom]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Empty Rooms===&lt;br /&gt;
There are seven empty rooms on the top floor of the house, which can be converted into [[Player Home (Redhaven)/Private Bedroom|Private Bedrooms]] or [[Player Home (Redhaven)/Library|Libraries]] (note that there is no benefit to having multiple libraries).&lt;br /&gt;
&lt;br /&gt;
== Attic ==&lt;br /&gt;
&lt;br /&gt;
=== Nursery ===&lt;br /&gt;
There is an attic which could be converted into a potentially large [[nursery]] if the master of the house decides to have children. Not currently shown on the household floorplan, though the stairs to get up there is.&lt;br /&gt;
&lt;br /&gt;
==Basement==&lt;br /&gt;
===Training Room===&lt;br /&gt;
An old food-storage room that [[Joseph]] transformed into a bondage play room.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Training Room|Training Room]] for details of upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===The Dorms===&lt;br /&gt;
&amp;quot;The Dorms&amp;quot; is a 200 square meter room used as a sweatshop by whoever lived here before the MC&#039;s family moved in. The MC&#039;s brother [[Joseph]] turned this into a dormitory for his planned slave empire to sleep in. It is currently a dilapidated mess, that smells of mold and rotten furniture.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/The Dorms|The Dorms]] for details of upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Holding Cell===&lt;br /&gt;
A very simple prison cell with a bucket, a wall bunk, and a wooden bowl.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Holding Cell|Holding Cell]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Empty Rooms===&lt;br /&gt;
There are two empty rooms in the basement, which can either developed into [[Player Home (Redhaven)/Holding Cell|Holding Cells]] or [[Player Home (Redhaven)/Library|Libraries]] (noting that there is no benefit to having multiple libraries) - or, once you have unlocked the possibility with [[Nicole Boulay|Nicole]], one can become a News Office (see below).&lt;br /&gt;
&lt;br /&gt;
==Special rooms==&lt;br /&gt;
===News Office===&lt;br /&gt;
If you add [[Nicole Boulay]] to your household, you will get the option to convert one of your basement spare rooms (or any of the [[Player Home (Redhaven)/Holding Cell|cells]], if you demolish them) into a [[Player Home (Redhaven)/News Office|News Office]].&lt;br /&gt;
&lt;br /&gt;
=== Annex ===&lt;br /&gt;
An extension of the house can be built into [[The yard|the Yard]] if the household&#039;s capacity exceeds what can be housed in a maximally upgraded [[Player Home (Redhaven)/The Dorms|Dorm]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Various [[Modules]] can be installed in the household, which fit in without taking up any noticeable space. They can include [[Modules#Potted Plants|potted plants]], a [[Modules#Loom|loom]], a [[Modules#Smithery|smithery]], a [[Modules#Food Silo|food silo]], a [[Modules#Laboratory|laboratory]], [[Modules#Nanite Tubes|nanotech growth tubes]], a [[Modules#Tech Module|household computer]], an [[Modules#ENSYS Unit|electronic entertainment unit]], and even a small, modular [[Modules#Fusion Reactor (M5)|fusion reactor]].&lt;br /&gt;
&lt;br /&gt;
==[[The yard|Yard]]==&lt;br /&gt;
The household has a large, enclosed [[The yard|yard]] which starts with just a [[The Shrine|&#039;&#039;&#039;shrine&#039;&#039;&#039;]], a small &#039;&#039;&#039;[[The Grove|grove]]&#039;&#039;&#039; and a [[Scrap heap|pile of old junk]] in it, but there is space for much more: food [[Garden|gardens]], a [[gazebo]] for relaxing in, a training [[dojo]], a [[workshop]], grandiose [[Statue|statues]], [[stables]], and a [[Annex|housing annex]]. Plus you can upgrade the wall around the garden, and its [[Guard Tower|guard tower]].&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
Clicking on the &amp;quot;Manage Home&amp;quot; button will open a screen from which the player can upgrade his home and view his financial information. Here, he can choose whether to pay for food automatically for him and his slaves, and the quality of said food. The player can also optionally pay a significant daily sum for extra luxury which will make him and his slaves much more comfortable.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Income&amp;quot; section lists all the player&#039;s incomes from business investments, farming, slaves working as prostitutes, and slaves working other jobs. If any of these factors are being affected by external factors, they will be highlighted as red links, the player can click on it for more details.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Costs&amp;quot; section lists everything the player is paying for. Food, luxurious spending, salaries, and taxes/maintenance are all included, as well as any money the player losing from a &amp;quot;bandit scourge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The household has limited food storage. If exceeding 1,500 units, 5% is lost per day. The storage limit can be increased to 7,500 if a [[Modules#Food Silo|food silo]] is bought. If food runs out, NPCs will suffer from hunger, may grow sick and weak or even die, and may flee the household.&lt;br /&gt;
&lt;br /&gt;
Food can be acquired each day by [[hunting]], purchasing from the [[Redhaven Market|market]] (if that has supplies), auto-buying, or growing it in garden plots in [[the yard]]. Plus a little extra from [[Modules#Potted Plants|potted plants]].&lt;br /&gt;
&lt;br /&gt;
The master can assign a single NPC to be his [[Assignments and Jobs#Gardener|Gardener]], to increase food yield (+0% to +200%) based on their [[Assignments and Jobs#Gardener|Gardening]] skill. [[Mai-Lynn]] as Gardener will provide extra rations as she has a &amp;quot;green thumb&amp;quot; and gains extra benefits from [[gardening tools]].&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Scrap_heap&amp;diff=10900</id>
		<title>Scrap heap</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Scrap_heap&amp;diff=10900"/>
		<updated>2026-05-21T04:39:46Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Type scrap.jpg|alt=The large scrap heap  in the household yard|right|frameless|629x629px]]&lt;br /&gt;
In your [[The household|household&#039;s]] spacious walled [[The yard|yard]] is a big pile of old junk that your brother [[Joseph]], who was a bit of a hoarder, used to &amp;quot;temporarily&amp;quot; store old things from the [[annex]] and the main building until some imagined day when he could decide what to do with it. He also stored &amp;quot;interesting&amp;quot; things here that he found while out [[scavenging]].&lt;br /&gt;
&lt;br /&gt;
It is a large pile, taking up considerable space, but might possibly contain some useful and maybe valuable items. You could either hire some [[freebooters]] to haul it all away and quickly get room to build here, or go through it yourself.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;search&amp;quot; action takes two hours and costs ten [[The Player#Stamina, and Stamina Points|Stamina]] points. You estimate it might take you sixty hours to sort through the whole lot. This can also only be done when there is sufficient daylight - and you might not want to do it in the rain.&lt;br /&gt;
&lt;br /&gt;
For players who want to cheat and peek, the spoils in the pile are listed here in the [[SPOILERS#Scrap Heap|SPOILERS]] page.&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10899</id>
		<title>SPOILERS</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10899"/>
		<updated>2026-05-21T04:39:02Z</updated>

		<summary type="html">&lt;p&gt;AlexD: /* Hate. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Answers to questions that many players ask but that many other players don&#039;t want to see, are stashed away here. &lt;br /&gt;
&lt;br /&gt;
Peruse at risk of spoiling the enjoyment that discovering this stuff for yourself during gameplay might bring.&lt;br /&gt;
&lt;br /&gt;
=== Hate ===&lt;br /&gt;
You can disable this trait by setting &#039;&amp;lt;code&amp;gt;hatemodoff = true&amp;lt;/code&amp;gt;&#039; in the console.&lt;br /&gt;
&lt;br /&gt;
=== Scrap Heap ===&lt;br /&gt;
Results of each two hour &amp;quot;search&amp;quot; action of the [[scrap heap]] in the household yard, in order:&lt;br /&gt;
&lt;br /&gt;
1. [[Artifacts|Artifact]] (common): a sealed [[DuraGlass]] soda bottle from 22nd century Earth. There&#039;s still some liquid inside. This could be valuable if you find the right buyer.&lt;br /&gt;
&lt;br /&gt;
2. [[Scrap Metal]] x 5: Inside a rotten leather case, you find a batch of old knives and metal springs that can be turned into steel with the right prerequisites.&lt;br /&gt;
&lt;br /&gt;
3. [[Merchandise]] x 3: You find some still-functional Westside Assembly Plant gadgets in an old metal case. These could be scrapped for valuables or sold for a couple of dollars each at Redhaven Market.&lt;br /&gt;
&lt;br /&gt;
4. [[Merchandise]]  x 2: After searching through a huge wooden chest, you find an intact case full of interesting but not very valuable gadgets.&lt;br /&gt;
&lt;br /&gt;
5. [[Revital]] x5: Wow, inside a sealed [[DuraSteel]] case, you find a batch of Revital vials, used by wealthy [[Spheremasters]] to temporarily stop aging. &lt;br /&gt;
&lt;br /&gt;
6. Nothing: You fail to find anything valuable.&lt;br /&gt;
&lt;br /&gt;
7. Nothing: Unfortunately, you fail to find anything interesting, despite searching for over two hours.&lt;br /&gt;
&lt;br /&gt;
8. [[C-boards]] x 3: You find three old circuit boards from which you can extract gold with the right prerequisites. &lt;br /&gt;
&lt;br /&gt;
9. [[W.E.G.A. cannisters]] x 12: You find a dozen rusty old W.E.G.A. cannisters inside a leather holder. These were once used as ammo for a powerful Russian-made hand-cannon.&lt;br /&gt;
&lt;br /&gt;
10. [[Energy Cells]] x 3: After digging in the same location where you found the W.E.G.A. cannisters, you stumble upon three Energy Cells. These can be used as ammunition for the powerful Plasma rifle or as parts of more advanced crafting projects.&lt;br /&gt;
&lt;br /&gt;
11. [[Weapons#Combat Knife|Combat knife]] x 1: After breaking the lock of an old metal case, you find a family artifact – your brother&#039;s old dagger. You remember how he held this piece very dearly.&lt;br /&gt;
&lt;br /&gt;
12. Bolts x12: After two hours of fruitlessly searching for anything that shines or looks valuable, you manage to pull out an old quiver that still holds a dozen usable crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
13. Ammo - 9mm x5, .30-06 x7, 7.62 x9: After searching in the same place as you found the crossbow bolts, you manage to extract an old ammunition box that contains a handful of various bullets.&lt;br /&gt;
&lt;br /&gt;
14. [[The Player#Health, and Health Points|Health points]] -5: After digging through a three-feet-thick layer of debris, your shovel hits an old grenade cannister that explodes, covering you with sharp pieces of glass and stone! &lt;br /&gt;
&lt;br /&gt;
15. [[The Player#Strength|STRENGTH]] +1: While digging through another pile of debris, far away from potentially explosive areas, you fail to find anything. The strenuous effort has done wonders to your Strength however! &lt;br /&gt;
&lt;br /&gt;
16. [[Scrap Metal]] x 11: You dig through a tougher part of your brother&amp;amp;amp;#39;s old scrap heap and manage to pull out an impressive amount of scrap metal that can be used as material in crafting sessions.&lt;br /&gt;
&lt;br /&gt;
17. [[Gold]] x 1, [[Durasteel]] x 1, [[Fasteners]] x 8, [[Merchandise]] x 21: You uncover a trove of precious items at various locations. After the session is over, you kneel down and pray to the gods in gratitude. (Even if you&#039;re not very religious.)&lt;br /&gt;
&lt;br /&gt;
18. [[The Player#Health, and Health Points|Health points]] -4: Apart from wasting two precious hours of your life, this session ends with a blood-gashing wound after you cut yourself on a sharp piece of glass!&lt;br /&gt;
&lt;br /&gt;
19. [[Merchandise]] x10: You dig at an unexplored part of the heap and manage to conjure up some valuable goods after a sweat-covered session with the shovel.&lt;br /&gt;
&lt;br /&gt;
20. [[The Player#Stamina, and Stamina Points|STAMINA]] +1: You spend two hours searching for valuables but come up with nothing else than dirt and sharp rocks. At least the strenuous effort has improved your Stamina by a small degree.&lt;br /&gt;
&lt;br /&gt;
21. [[H.U.L.C. armor part]] x 1: You&#039;ve found an incredible pre-severance artifact - an intact H.U.L.C. armor part. Gather 15 of these and you can assemble your own high-tech utility armor.&lt;br /&gt;
&lt;br /&gt;
22. [[Accessories and Equipment#Necklaces|Expensive necklace]] x 1: Luck continues to favor you! Just below where the exhumed H.U.L.C. shoulder part was found; you uncover a valuable gold necklace that can be used as an Affection-raising gift to NPCs or sold at the market.&lt;br /&gt;
&lt;br /&gt;
23. [[The Player#Melee Combat|Melee skill]] +1: You come up with nothing after searching through a stubborn pile of rubbish, even if the hundreds of shovel-hits have helped to improve your Melee combat skill!&lt;br /&gt;
&lt;br /&gt;
24. [[DuraSteel]] x 2: Nice! You manage to find two processed rods composed of pure DuraSteel. This resource is vital for when crafting advanced weaponry and ammunition. &lt;br /&gt;
&lt;br /&gt;
25. Cash $350: After two strenuous hours, you&#039;re able to find 350 Ikaanian silver dollars locked inside a small metal box which you believe to be your brother&#039;s old stash safe from when he was a young boy.&lt;br /&gt;
&lt;br /&gt;
26. [[Merchandise]] x 16: Now that you&#039;ve almost worked yourself through the entire scrap heap, most of it dumped in various locations toward Marston Swamps, you consider yourself lucky when you exhume a large pile of interesting goods that can be used for crafting or sold at the market.&lt;br /&gt;
&lt;br /&gt;
27. Nothing. Unfortunately, you fail to find anything interesting.&lt;br /&gt;
&lt;br /&gt;
28. [[Teddy Bears]] x 2, [[Chocolate bars]] x 1: After several hours, you manage to uncover two stuffed teddy bears and a NECO chocolate bar inside an old metal chest. They are in surprisingly good condition. Teddy bears and snacks can be used as Affection and Happiness-raising gifts to certain NPCs.&lt;br /&gt;
&lt;br /&gt;
29. [[The Red River Circlet]] (legendary Item): Just below one of the larger hauled-away piles of rubbish, you manage to uncover something really special. In a large, wooden chest, that you don’t recognize from your own childhood, you uncover a beautiful diadem, crested by a red jewel. &lt;br /&gt;
&lt;br /&gt;
30. [[Wakizashi]] x 1: While wagoning away the last pile of your brother&#039;s old crap, you spot a bindle of old cloth covering a sharp and well-preserved oriental blade. How could you miss that?&lt;br /&gt;
&lt;br /&gt;
Your brother&#039;s old scrap heap has been cleared!&lt;br /&gt;
&lt;br /&gt;
=== TBA ===&lt;br /&gt;
&lt;br /&gt;
=== TBA ===&lt;br /&gt;
&lt;br /&gt;
=== TBA ===&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10898</id>
		<title>SPOILERS</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10898"/>
		<updated>2026-05-21T04:38:36Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Answers to questions that many players ask but that many other players don&#039;t want to see, are stashed away here. &lt;br /&gt;
&lt;br /&gt;
Peruse at risk of spoiling the enjoyment that discovering this stuff for yourself during gameplay might bring.&lt;br /&gt;
&lt;br /&gt;
=== Hate. ===&lt;br /&gt;
You can disable this trait by setting &#039;&amp;lt;code&amp;gt;hatemodoff = true&amp;lt;/code&amp;gt;&#039; in the console.&lt;br /&gt;
&lt;br /&gt;
=== Scrap Heap ===&lt;br /&gt;
Results of each two hour &amp;quot;search&amp;quot; action of the [[scrap heap]] in the household yard, in order:&lt;br /&gt;
&lt;br /&gt;
1. [[Artifacts|Artifact]] (common): a sealed [[DuraGlass]] soda bottle from 22nd century Earth. There&#039;s still some liquid inside. This could be valuable if you find the right buyer.&lt;br /&gt;
&lt;br /&gt;
2. [[Scrap Metal]] x 5: Inside a rotten leather case, you find a batch of old knives and metal springs that can be turned into steel with the right prerequisites.&lt;br /&gt;
&lt;br /&gt;
3. [[Merchandise]] x 3: You find some still-functional Westside Assembly Plant gadgets in an old metal case. These could be scrapped for valuables or sold for a couple of dollars each at Redhaven Market.&lt;br /&gt;
&lt;br /&gt;
4. [[Merchandise]]  x 2: After searching through a huge wooden chest, you find an intact case full of interesting but not very valuable gadgets.&lt;br /&gt;
&lt;br /&gt;
5. [[Revital]] x5: Wow, inside a sealed [[DuraSteel]] case, you find a batch of Revital vials, used by wealthy [[Spheremasters]] to temporarily stop aging. &lt;br /&gt;
&lt;br /&gt;
6. Nothing: You fail to find anything valuable.&lt;br /&gt;
&lt;br /&gt;
7. Nothing: Unfortunately, you fail to find anything interesting, despite searching for over two hours.&lt;br /&gt;
&lt;br /&gt;
8. [[C-boards]] x 3: You find three old circuit boards from which you can extract gold with the right prerequisites. &lt;br /&gt;
&lt;br /&gt;
9. [[W.E.G.A. cannisters]] x 12: You find a dozen rusty old W.E.G.A. cannisters inside a leather holder. These were once used as ammo for a powerful Russian-made hand-cannon.&lt;br /&gt;
&lt;br /&gt;
10. [[Energy Cells]] x 3: After digging in the same location where you found the W.E.G.A. cannisters, you stumble upon three Energy Cells. These can be used as ammunition for the powerful Plasma rifle or as parts of more advanced crafting projects.&lt;br /&gt;
&lt;br /&gt;
11. [[Weapons#Combat Knife|Combat knife]] x 1: After breaking the lock of an old metal case, you find a family artifact – your brother&#039;s old dagger. You remember how he held this piece very dearly.&lt;br /&gt;
&lt;br /&gt;
12. Bolts x12: After two hours of fruitlessly searching for anything that shines or looks valuable, you manage to pull out an old quiver that still holds a dozen usable crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
13. Ammo - 9mm x5, .30-06 x7, 7.62 x9: After searching in the same place as you found the crossbow bolts, you manage to extract an old ammunition box that contains a handful of various bullets.&lt;br /&gt;
&lt;br /&gt;
14. [[The Player#Health, and Health Points|Health points]] -5: After digging through a three-feet-thick layer of debris, your shovel hits an old grenade cannister that explodes, covering you with sharp pieces of glass and stone! &lt;br /&gt;
&lt;br /&gt;
15. [[The Player#Strength|STRENGTH]] +1: While digging through another pile of debris, far away from potentially explosive areas, you fail to find anything. The strenuous effort has done wonders to your Strength however! &lt;br /&gt;
&lt;br /&gt;
16. [[Scrap Metal]] x 11: You dig through a tougher part of your brother&amp;amp;amp;#39;s old scrap heap and manage to pull out an impressive amount of scrap metal that can be used as material in crafting sessions.&lt;br /&gt;
&lt;br /&gt;
17. [[Gold]] x 1, [[Durasteel]] x 1, [[Fasteners]] x 8, [[Merchandise]] x 21: You uncover a trove of precious items at various locations. After the session is over, you kneel down and pray to the gods in gratitude. (Even if you&#039;re not very religious.)&lt;br /&gt;
&lt;br /&gt;
18. [[The Player#Health, and Health Points|Health points]] -4: Apart from wasting two precious hours of your life, this session ends with a blood-gashing wound after you cut yourself on a sharp piece of glass!&lt;br /&gt;
&lt;br /&gt;
19. [[Merchandise]] x10: You dig at an unexplored part of the heap and manage to conjure up some valuable goods after a sweat-covered session with the shovel.&lt;br /&gt;
&lt;br /&gt;
20. [[The Player#Stamina, and Stamina Points|STAMINA]] +1: You spend two hours searching for valuables but come up with nothing else than dirt and sharp rocks. At least the strenuous effort has improved your Stamina by a small degree.&lt;br /&gt;
&lt;br /&gt;
21. [[H.U.L.C. armor part]] x 1: You&#039;ve found an incredible pre-severance artifact - an intact H.U.L.C. armor part. Gather 15 of these and you can assemble your own high-tech utility armor.&lt;br /&gt;
&lt;br /&gt;
22. [[Accessories and Equipment#Necklaces|Expensive necklace]] x 1: Luck continues to favor you! Just below where the exhumed H.U.L.C. shoulder part was found; you uncover a valuable gold necklace that can be used as an Affection-raising gift to NPCs or sold at the market.&lt;br /&gt;
&lt;br /&gt;
23. [[The Player#Melee Combat|Melee skill]] +1: You come up with nothing after searching through a stubborn pile of rubbish, even if the hundreds of shovel-hits have helped to improve your Melee combat skill!&lt;br /&gt;
&lt;br /&gt;
24. [[DuraSteel]] x 2: Nice! You manage to find two processed rods composed of pure DuraSteel. This resource is vital for when crafting advanced weaponry and ammunition. &lt;br /&gt;
&lt;br /&gt;
25. Cash $350: After two strenuous hours, you&#039;re able to find 350 Ikaanian silver dollars locked inside a small metal box which you believe to be your brother&#039;s old stash safe from when he was a young boy.&lt;br /&gt;
&lt;br /&gt;
26. [[Merchandise]] x 16: Now that you&#039;ve almost worked yourself through the entire scrap heap, most of it dumped in various locations toward Marston Swamps, you consider yourself lucky when you exhume a large pile of interesting goods that can be used for crafting or sold at the market.&lt;br /&gt;
&lt;br /&gt;
27. Nothing. Unfortunately, you fail to find anything interesting.&lt;br /&gt;
&lt;br /&gt;
28. [[Teddy Bears]] x 2, [[Chocolate bars]] x 1: After several hours, you manage to uncover two stuffed teddy bears and a NECO chocolate bar inside an old metal chest. They are in surprisingly good condition. Teddy bears and snacks can be used as Affection and Happiness-raising gifts to certain NPCs.&lt;br /&gt;
&lt;br /&gt;
29. [[The Red River Circlet]] (legendary Item): Just below one of the larger hauled-away piles of rubbish, you manage to uncover something really special. In a large, wooden chest, that you don’t recognize from your own childhood, you uncover a beautiful diadem, crested by a red jewel. &lt;br /&gt;
&lt;br /&gt;
30. [[Wakizashi]] x 1: While wagoning away the last pile of your brother&#039;s old crap, you spot a bindle of old cloth covering a sharp and well-preserved oriental blade. How could you miss that?&lt;br /&gt;
&lt;br /&gt;
Your brother&#039;s old scrap heap has been cleared!&lt;br /&gt;
&lt;br /&gt;
=== TBA ===&lt;br /&gt;
&lt;br /&gt;
=== TBA ===&lt;br /&gt;
&lt;br /&gt;
=== TBA ===&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10897</id>
		<title>SPOILERS</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10897"/>
		<updated>2026-05-21T04:38:11Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Answers to questions that many players ask but that many other players don&#039;t want to see, are stashed away here. &lt;br /&gt;
&lt;br /&gt;
Peruse at risk of spoiling the enjoyment that discovering this stuff for yourself during gameplay might bring.&lt;br /&gt;
&lt;br /&gt;
=== A. Hate. ===&lt;br /&gt;
You can disable this trait by setting &#039;&amp;lt;code&amp;gt;hatemodoff = true&amp;lt;/code&amp;gt;&#039; in the console.&lt;br /&gt;
&lt;br /&gt;
=== B. Scrap Heap ===&lt;br /&gt;
Results of each two hour &amp;quot;search&amp;quot; action of the [[scrap heap]] in the household yard, in order:&lt;br /&gt;
&lt;br /&gt;
1. [[Artifacts|Artifact]] (common): a sealed [[DuraGlass]] soda bottle from 22nd century Earth. There&#039;s still some liquid inside. This could be valuable if you find the right buyer.&lt;br /&gt;
&lt;br /&gt;
2. [[Scrap Metal]] x 5: Inside a rotten leather case, you find a batch of old knives and metal springs that can be turned into steel with the right prerequisites.&lt;br /&gt;
&lt;br /&gt;
3. [[Merchandise]] x 3: You find some still-functional Westside Assembly Plant gadgets in an old metal case. These could be scrapped for valuables or sold for a couple of dollars each at Redhaven Market.&lt;br /&gt;
&lt;br /&gt;
4. [[Merchandise]]  x 2: After searching through a huge wooden chest, you find an intact case full of interesting but not very valuable gadgets.&lt;br /&gt;
&lt;br /&gt;
5. [[Revital]] x5: Wow, inside a sealed [[DuraSteel]] case, you find a batch of Revital vials, used by wealthy [[Spheremasters]] to temporarily stop aging. &lt;br /&gt;
&lt;br /&gt;
6. Nothing: You fail to find anything valuable.&lt;br /&gt;
&lt;br /&gt;
7. Nothing: Unfortunately, you fail to find anything interesting, despite searching for over two hours.&lt;br /&gt;
&lt;br /&gt;
8. [[C-boards]] x 3: You find three old circuit boards from which you can extract gold with the right prerequisites. &lt;br /&gt;
&lt;br /&gt;
9. [[W.E.G.A. cannisters]] x 12: You find a dozen rusty old W.E.G.A. cannisters inside a leather holder. These were once used as ammo for a powerful Russian-made hand-cannon.&lt;br /&gt;
&lt;br /&gt;
10. [[Energy Cells]] x 3: After digging in the same location where you found the W.E.G.A. cannisters, you stumble upon three Energy Cells. These can be used as ammunition for the powerful Plasma rifle or as parts of more advanced crafting projects.&lt;br /&gt;
&lt;br /&gt;
11. [[Weapons#Combat Knife|Combat knife]] x 1: After breaking the lock of an old metal case, you find a family artifact – your brother&#039;s old dagger. You remember how he held this piece very dearly.&lt;br /&gt;
&lt;br /&gt;
12. Bolts x12: After two hours of fruitlessly searching for anything that shines or looks valuable, you manage to pull out an old quiver that still holds a dozen usable crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
13. Ammo - 9mm x5, .30-06 x7, 7.62 x9: After searching in the same place as you found the crossbow bolts, you manage to extract an old ammunition box that contains a handful of various bullets.&lt;br /&gt;
&lt;br /&gt;
14. [[The Player#Health, and Health Points|Health points]] -5: After digging through a three-feet-thick layer of debris, your shovel hits an old grenade cannister that explodes, covering you with sharp pieces of glass and stone! &lt;br /&gt;
&lt;br /&gt;
15. [[The Player#Strength|STRENGTH]] +1: While digging through another pile of debris, far away from potentially explosive areas, you fail to find anything. The strenuous effort has done wonders to your Strength however! &lt;br /&gt;
&lt;br /&gt;
16. [[Scrap Metal]] x 11: You dig through a tougher part of your brother&amp;amp;amp;#39;s old scrap heap and manage to pull out an impressive amount of scrap metal that can be used as material in crafting sessions.&lt;br /&gt;
&lt;br /&gt;
17. [[Gold]] x 1, [[Durasteel]] x 1, [[Fasteners]] x 8, [[Merchandise]] x 21: You uncover a trove of precious items at various locations. After the session is over, you kneel down and pray to the gods in gratitude. (Even if you&#039;re not very religious.)&lt;br /&gt;
&lt;br /&gt;
18. [[The Player#Health, and Health Points|Health points]] -4: Apart from wasting two precious hours of your life, this session ends with a blood-gashing wound after you cut yourself on a sharp piece of glass!&lt;br /&gt;
&lt;br /&gt;
19. [[Merchandise]] x10: You dig at an unexplored part of the heap and manage to conjure up some valuable goods after a sweat-covered session with the shovel.&lt;br /&gt;
&lt;br /&gt;
20. [[The Player#Stamina, and Stamina Points|STAMINA]] +1: You spend two hours searching for valuables but come up with nothing else than dirt and sharp rocks. At least the strenuous effort has improved your Stamina by a small degree.&lt;br /&gt;
&lt;br /&gt;
21. [[H.U.L.C. armor part]] x 1: You&#039;ve found an incredible pre-severance artifact - an intact H.U.L.C. armor part. Gather 15 of these and you can assemble your own high-tech utility armor.&lt;br /&gt;
&lt;br /&gt;
22. [[Accessories and Equipment#Necklaces|Expensive necklace]] x 1: Luck continues to favor you! Just below where the exhumed H.U.L.C. shoulder part was found; you uncover a valuable gold necklace that can be used as an Affection-raising gift to NPCs or sold at the market.&lt;br /&gt;
&lt;br /&gt;
23. [[The Player#Melee Combat|Melee skill]] +1: You come up with nothing after searching through a stubborn pile of rubbish, even if the hundreds of shovel-hits have helped to improve your Melee combat skill!&lt;br /&gt;
&lt;br /&gt;
24. [[DuraSteel]] x 2: Nice! You manage to find two processed rods composed of pure DuraSteel. This resource is vital for when crafting advanced weaponry and ammunition. &lt;br /&gt;
&lt;br /&gt;
25. Cash $350: After two strenuous hours, you&#039;re able to find 350 Ikaanian silver dollars locked inside a small metal box which you believe to be your brother&#039;s old stash safe from when he was a young boy.&lt;br /&gt;
&lt;br /&gt;
26. [[Merchandise]] x 16: Now that you&#039;ve almost worked yourself through the entire scrap heap, most of it dumped in various locations toward Marston Swamps, you consider yourself lucky when you exhume a large pile of interesting goods that can be used for crafting or sold at the market.&lt;br /&gt;
&lt;br /&gt;
27. Nothing. Unfortunately, you fail to find anything interesting.&lt;br /&gt;
&lt;br /&gt;
28. [[Teddy Bears]] x 2, [[Chocolate bars]] x 1: After several hours, you manage to uncover two stuffed teddy bears and a NECO chocolate bar inside an old metal chest. They are in surprisingly good condition. Teddy bears and snacks can be used as Affection and Happiness-raising gifts to certain NPCs.&lt;br /&gt;
&lt;br /&gt;
29. [[The Red River Circlet]] (legendary Item): Just below one of the larger hauled-away piles of rubbish, you manage to uncover something really special. In a large, wooden chest, that you don’t recognize from your own childhood, you uncover a beautiful diadem, crested by a red jewel. &lt;br /&gt;
&lt;br /&gt;
30. [[Wakizashi]] x 1: While wagoning away the last pile of your brother&#039;s old crap, you spot a bindle of old cloth covering a sharp and well-preserved oriental blade. How could you miss that?&lt;br /&gt;
&lt;br /&gt;
Your brother&#039;s old scrap heap has been cleared!&lt;br /&gt;
&lt;br /&gt;
=== C. TBA ===&lt;br /&gt;
&lt;br /&gt;
=== D. TBA ===&lt;br /&gt;
&lt;br /&gt;
=== E. TBA ===&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Annex&amp;diff=10896</id>
		<title>Annex</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Annex&amp;diff=10896"/>
		<updated>2026-05-21T01:49:07Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:The Annex.jpg|thumb|500px|right]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The &#039;&#039;&#039;Annex&#039;&#039;&#039; is an extension to the house which can be built within [[the yard]] if the player wishes to increase the number of NPCs living in the household beyond 96. It costs $200,000 to build, is unlocked after [[Player Home (Redhaven)/The Dorms|the Dorms]] have been fully upgraded, and can house an additional 32 people, raising the total to 128. The player can then choose which NPCs to assign to live in it here. The Annex lacks libraries and bookshelves, so NPCs living here may have a good time but won&#039;t learn much. &lt;br /&gt;
&lt;br /&gt;
===Upgrading the Annex===&lt;br /&gt;
The Annex can be upgraded once built, to improve the rooms and add luxuries:&lt;br /&gt;
&lt;br /&gt;
==== Upgrading Rooms ====&lt;br /&gt;
*Level I (Starting): &#039;&#039;A basic two-story building with two dozen rooms, a large newly renovated dorm area and three simple bathrooms.&#039;&#039;&lt;br /&gt;
*Level II (+$7,000): &#039;&#039;A decorated two-story building with an insulated loft. This house features close to three dozen private rooms and has four bathrooms with showers.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Level III (+$20,000): &#039;&#039;A fully furnished two-story building with an insulated loft, a cellar for curricular activities, three dozen private rooms with full facilities and four bathrooms with showers and bathtubs.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by an additional 1 and daily Affection gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The total possible effects from upgrading rooms are +2/day Happiness and +1/day Affection, for those NPCs assigned to the Annex.&lt;br /&gt;
&lt;br /&gt;
==== Adding Luxuries ====&lt;br /&gt;
*Level I (Starting): &#039;&#039;None.&#039;&#039;&lt;br /&gt;
*Level II (+$3,000): &#039;&#039;Three coffee makers, carpets, wall-hangings and a collection of RPG-books and boardgames.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Level III (+$60,000): &#039;&#039;Five coffee makers, nice carpets, wall-hangings and a library filled with RPG-books, boardgames, basic non-fictional works and two sofa groups.&#039;&#039;&lt;br /&gt;
*Level IV (+$150,000): &#039;&#039;Six coffee makers, luxurious carpets, expensive wall-hangings, a fully decked library, an Ensys unit and two rooms reserved for &amp;quot;hanging out&amp;quot; or throwing parties.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by an additional 1 and daily Affection gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The total possible effects from adding luxuries are +2/day Happiness and +1/day Affection, for the NPCs assigned to the Annex.&lt;br /&gt;
&lt;br /&gt;
So the total effects that NPCs assigned to the Annex can receive are +4/day [[Happiness and Affection|Happiness]] and +2 [[Happiness and Affection|Affection]].   &lt;br /&gt;
&lt;br /&gt;
Note that Affection gains from the Annex are capped at [[Happiness and Affection#Affection Grades|Amiable (65-69)]]. Happiness can reach over 95.   &lt;br /&gt;
&lt;br /&gt;
===Other Actions===&lt;br /&gt;
Aside from the listed actions above, the player can also do the following things to the Annex:&lt;br /&gt;
*Rename it&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Annex&amp;diff=10895</id>
		<title>Annex</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Annex&amp;diff=10895"/>
		<updated>2026-05-21T01:48:50Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:The Annex.jpg|thumb|500px|right]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The &#039;&#039;&#039;Annex&#039;&#039;&#039; is an extension to the house which can be built within [[the yard]] if the player wishes to increase the number of NPCs living in the household beyond 96. It costs $200,000 to build, is unlocked after [[Player Home (Redhaven)/The Dorms|the Dorms]] have been fully upgraded, and can house an additional 32 people, raising the total to 128. The player can then choose which NPCs to assign to live in it here. The Annex lacks libraries and bookshelves, so NPCs living here may have a good time but won&#039;t learn much. &lt;br /&gt;
&lt;br /&gt;
===Upgrading the Annex===&lt;br /&gt;
The Annex can be upgraded once built, to improve the rooms and add luxuries:&lt;br /&gt;
&lt;br /&gt;
==== Upgrading Rooms: ====&lt;br /&gt;
*Level I (Starting): &#039;&#039;A basic two-story building with two dozen rooms, a large newly renovated dorm area and three simple bathrooms.&#039;&#039;&lt;br /&gt;
*Level II (+$7,000): &#039;&#039;A decorated two-story building with an insulated loft. This house features close to three dozen private rooms and has four bathrooms with showers.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Level III (+$20,000): &#039;&#039;A fully furnished two-story building with an insulated loft, a cellar for curricular activities, three dozen private rooms with full facilities and four bathrooms with showers and bathtubs.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by an additional 1 and daily Affection gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The total possible effects from upgrading rooms are +2/day Happiness and +1/day Affection, for those NPCs assigned to the Annex.&lt;br /&gt;
&lt;br /&gt;
==== Adding Luxuries: ====&lt;br /&gt;
*Level I (Starting): &#039;&#039;None.&#039;&#039;&lt;br /&gt;
*Level II (+$3,000): &#039;&#039;Three coffee makers, carpets, wall-hangings and a collection of RPG-books and boardgames.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Level III (+$60,000): &#039;&#039;Five coffee makers, nice carpets, wall-hangings and a library filled with RPG-books, boardgames, basic non-fictional works and two sofa groups.&#039;&#039;&lt;br /&gt;
*Level IV (+$150,000): &#039;&#039;Six coffee makers, luxurious carpets, expensive wall-hangings, a fully decked library, an Ensys unit and two rooms reserved for &amp;quot;hanging out&amp;quot; or throwing parties.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by an additional 1 and daily Affection gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The total possible effects from adding luxuries are +2/day Happiness and +1/day Affection, for the NPCs assigned to the Annex.&lt;br /&gt;
&lt;br /&gt;
So the total effects that NPCs assigned to the Annex can receive are +4/day [[Happiness and Affection|Happiness]] and +2 [[Happiness and Affection|Affection]].   &lt;br /&gt;
&lt;br /&gt;
Note that Affection gains from the Annex are capped at [[Happiness and Affection#Affection Grades|Amiable (65-69)]]. Happiness can reach over 95.   &lt;br /&gt;
&lt;br /&gt;
===Other Actions===&lt;br /&gt;
Aside from the listed actions above, the player can also do the following things to the Annex:&lt;br /&gt;
*Rename it&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Annex&amp;diff=10894</id>
		<title>Annex</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Annex&amp;diff=10894"/>
		<updated>2026-05-21T01:48:37Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:The Annex.jpg|thumb|500px|right]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The &#039;&#039;&#039;Annex&#039;&#039;&#039; is an extension to the house which can be built within [[the yard]] if the player wishes to increase the number of NPCs living in the household beyond 96. It costs $200,000 to build, is unlocked after [[Player Home (Redhaven)/The Dorms|the Dorms]] have been fully upgraded, and can house an additional 32 people, raising the total to 128. The player can then choose which NPCs to assign to live in it here. The Annex lacks libraries and bookshelves, so NPCs living here may have a good time but won&#039;t learn much. &lt;br /&gt;
&lt;br /&gt;
===Upgrading the Annex===&lt;br /&gt;
The Annex can be upgraded once built, to improve the rooms and add luxuries:&lt;br /&gt;
&lt;br /&gt;
==== Upgrading Rooms: ====&lt;br /&gt;
*Level I (Starting): &#039;&#039;A basic two-story building with two dozen rooms, a large newly renovated dorm area and three simple bathrooms.&#039;&#039;&lt;br /&gt;
*Level II (+$7,000): &#039;&#039;A decorated two-story building with an insulated loft. This house features close to three dozen private rooms and has four bathrooms with showers.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Level III (+$20,000): &#039;&#039;A fully furnished two-story building with an insulated loft, a cellar for curricular activities, three dozen private rooms with full facilities and four bathrooms with showers and bathtubs.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by an additional 1 and daily Affection gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The total possible effects from upgrading rooms are +2/day Happiness and +1/day Affection, for those NPCs assigned to the Annex.&lt;br /&gt;
&lt;br /&gt;
==== Add Luxuries: ====&lt;br /&gt;
*Level I (Starting): &#039;&#039;None.&#039;&#039;&lt;br /&gt;
*Level II (+$3,000): &#039;&#039;Three coffee makers, carpets, wall-hangings and a collection of RPG-books and boardgames.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Level III (+$60,000): &#039;&#039;Five coffee makers, nice carpets, wall-hangings and a library filled with RPG-books, boardgames, basic non-fictional works and two sofa groups.&#039;&#039;&lt;br /&gt;
*Level IV (+$150,000): &#039;&#039;Six coffee makers, luxurious carpets, expensive wall-hangings, a fully decked library, an Ensys unit and two rooms reserved for &amp;quot;hanging out&amp;quot; or throwing parties.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by an additional 1 and daily Affection gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The total possible effects from adding luxuries are +2/day Happiness and +1/day Affection, for the NPCs assigned to the Annex.&lt;br /&gt;
&lt;br /&gt;
So the total effects that NPCs assigned to the Annex can receive are +4/day [[Happiness and Affection|Happiness]] and +2 [[Happiness and Affection|Affection]].   &lt;br /&gt;
&lt;br /&gt;
Note that Affection gains from the Annex are capped at [[Happiness and Affection#Affection Grades|Amiable (65-69)]]. Happiness can reach over 95.   &lt;br /&gt;
&lt;br /&gt;
===Other Actions===&lt;br /&gt;
Aside from the listed actions above, the player can also do the following things to the Annex:&lt;br /&gt;
*Rename it&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Annex&amp;diff=10893</id>
		<title>Annex</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Annex&amp;diff=10893"/>
		<updated>2026-05-21T01:44:26Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:The Annex.jpg|thumb|500px|right]]&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;Annex&#039;&#039;&#039; is an extension to the house which can be built within [[the yard]] if the player wishes to increase the number of NPCs living in the household beyond 96. It costs $200,000 to build, is unlocked after [[Player Home (Redhaven)/The Dorms|the Dorms]] have been fully upgraded, and can house an additional 32 people, raising the total to 128. The player can then choose which NPCs to assign to live in it here. The Annex lacks libraries and bookshelves, so NPCs living here may have a good time but won&#039;t learn much. &lt;br /&gt;
&lt;br /&gt;
===Upgrading the Annex===&lt;br /&gt;
The Annex can be upgraded once built, to improve the rooms and add luxuries:&lt;br /&gt;
&lt;br /&gt;
==== Upgrading Rooms: ====&lt;br /&gt;
*Level I (Starting): &#039;&#039;A basic two-story building with two dozen rooms, a large newly renovated dorm area and three simple bathrooms.&#039;&#039;&lt;br /&gt;
*Level II (+$7,000): &#039;&#039;A decorated two-story building with an insulated loft. This house features close to three dozen private rooms and has four bathrooms with showers.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Level III (+$20,000): &#039;&#039;A fully furnished two-story building with an insulated loft, a cellar for curricular activities, three dozen private rooms with full facilities and four bathrooms with showers and bathtubs.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by an additional 1 and daily Affection gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The total possible effects from upgrading rooms are +2/day Happiness and +1/day Affection, for those NPCs assigned to the Annex.&lt;br /&gt;
&lt;br /&gt;
==== Add Luxuries: ====&lt;br /&gt;
*Level I (Starting): &#039;&#039;None.&#039;&#039;&lt;br /&gt;
*Level II (+$3,000): &#039;&#039;Three coffee makers, carpets, wall-hangings and a collection of RPG-books and boardgames.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*Level III (+$60,000): &#039;&#039;Five coffee makers, nice carpets, wall-hangings and a library filled with RPG-books, boardgames, basic non-fictional works and two sofa groups.&#039;&#039;&lt;br /&gt;
*Level IV (+$150,000): &#039;&#039;Six coffee makers, luxurious carpets, expensive wall-hangings, a fully decked library, an Ensys unit and two rooms reserved for &amp;quot;hanging out&amp;quot; or throwing parties.&#039;&#039; &#039;&#039;&#039;&#039;&#039;Increases daily Happiness gain by an additional 1 and daily Affection gain by 1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The total possible effects from adding luxuries are +2/day Happiness and +1/day Affection, for the NPCs assigned to the Annex.&lt;br /&gt;
&lt;br /&gt;
So the total effects that NPCs assigned to the Annex can receive are +4/day [[Happiness and Affection|Happiness]] and +2 [[Happiness and Affection|Affection]].   &lt;br /&gt;
&lt;br /&gt;
Note that Affection gains from the Annex are capped at [[Happiness and Affection#Affection Grades|Amiable (65-69)]]. Happiness can reach over 95.   &lt;br /&gt;
&lt;br /&gt;
===Other Actions===&lt;br /&gt;
Aside from the listed actions above, the player can also do the following things to the Annex:&lt;br /&gt;
*Rename it&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10892</id>
		<title>SPOILERS</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10892"/>
		<updated>2026-05-21T01:27:19Z</updated>

		<summary type="html">&lt;p&gt;AlexD: added links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Answers to questions that many players ask but that many other players don&#039;t want to see, are stashed away here. &lt;br /&gt;
&lt;br /&gt;
Peruse at risk of spoiling the enjoyment that discovering this stuff for yourself during gameplay might bring.&lt;br /&gt;
&lt;br /&gt;
=== A. Contents of the Scrap Heap ===&lt;br /&gt;
Results of each two hour &amp;quot;search&amp;quot; action of the [[scrap heap]] in the household yard, in order:&lt;br /&gt;
&lt;br /&gt;
1. [[Artifacts|Artifact]] (common): a sealed [[DuraGlass]] soda bottle from 22nd century Earth. There&#039;s still some liquid inside. This could be valuable if you find the right buyer.&lt;br /&gt;
&lt;br /&gt;
2. [[Scrap Metal]] x 5: Inside a rotten leather case, you find a batch of old knives and metal springs that can be turned into steel with the right prerequisites.&lt;br /&gt;
&lt;br /&gt;
3. [[Merchandise]] x 3: You find some still-functional Westside Assembly Plant gadgets in an old metal case. These could be scrapped for valuables or sold for a couple of dollars each at Redhaven Market.&lt;br /&gt;
&lt;br /&gt;
4. [[Merchandise]]  x 2: After searching through a huge wooden chest, you find an intact case full of interesting but not very valuable gadgets.&lt;br /&gt;
&lt;br /&gt;
5. [[Revital]] x5: Wow, inside a sealed [[DuraSteel]] case, you find a batch of Revital vials, used by wealthy [[Spheremasters]] to temporarily stop aging. &lt;br /&gt;
&lt;br /&gt;
6. Nothing: You fail to find anything valuable.&lt;br /&gt;
&lt;br /&gt;
7. Nothing: Unfortunately, you fail to find anything interesting, despite searching for over two hours.&lt;br /&gt;
&lt;br /&gt;
8. [[C-boards]] x 3: You find three old circuit boards from which you can extract gold with the right prerequisites. &lt;br /&gt;
&lt;br /&gt;
9. [[W.E.G.A. cannisters]] x 12: You find a dozen rusty old W.E.G.A. cannisters inside a leather holder. These were once used as ammo for a powerful Russian-made hand-cannon.&lt;br /&gt;
&lt;br /&gt;
10. [[Energy Cells]] x 3: After digging in the same location where you found the W.E.G.A. cannisters, you stumble upon three Energy Cells. These can be used as ammunition for the powerful Plasma rifle or as parts of more advanced crafting projects.&lt;br /&gt;
&lt;br /&gt;
11. [[Weapons#Combat Knife|Combat knife]] x 1: After breaking the lock of an old metal case, you find a family artifact – your brother&#039;s old dagger. You remember how he held this piece very dearly.&lt;br /&gt;
&lt;br /&gt;
12. Bolts x12: After two hours of fruitlessly searching for anything that shines or looks valuable, you manage to pull out an old quiver that still holds a dozen usable crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
13. Ammo - 9mm x5, .30-06 x7, 7.62 x9: After searching in the same place as you found the crossbow bolts, you manage to extract an old ammunition box that contains a handful of various bullets.&lt;br /&gt;
&lt;br /&gt;
14. [[The Player#Health, and Health Points|Health points]] -5: After digging through a three-feet-thick layer of debris, your shovel hits an old grenade cannister that explodes, covering you with sharp pieces of glass and stone! &lt;br /&gt;
&lt;br /&gt;
15. [[The Player#Strength|STRENGTH]] +1: While digging through another pile of debris, far away from potentially explosive areas, you fail to find anything. The strenuous effort has done wonders to your Strength however! &lt;br /&gt;
&lt;br /&gt;
16. [[Scrap Metal]] x 11: You dig through a tougher part of your brother&amp;amp;amp;#39;s old scrap heap and manage to pull out an impressive amount of scrap metal that can be used as material in crafting sessions.&lt;br /&gt;
&lt;br /&gt;
17. [[Gold]] x 1, [[Durasteel]] x 1, [[Fasteners]] x 8, [[Merchandise]] x 21: You uncover a trove of precious items at various locations. After the session is over, you kneel down and pray to the gods in gratitude. (Even if you&#039;re not very religious.)&lt;br /&gt;
&lt;br /&gt;
18. [[The Player#Health, and Health Points|Health points]] -4: Apart from wasting two precious hours of your life, this session ends with a blood-gashing wound after you cut yourself on a sharp piece of glass!&lt;br /&gt;
&lt;br /&gt;
19. [[Merchandise]] x10: You dig at an unexplored part of the heap and manage to conjure up some valuable goods after a sweat-covered session with the shovel.&lt;br /&gt;
&lt;br /&gt;
20. [[The Player#Stamina, and Stamina Points|STAMINA]] +1: You spend two hours searching for valuables but come up with nothing else than dirt and sharp rocks. At least the strenuous effort has improved your Stamina by a small degree.&lt;br /&gt;
&lt;br /&gt;
21. [[H.U.L.C. armor part]] x 1: You&#039;ve found an incredible pre-severance artifact - an intact H.U.L.C. armor part. Gather 15 of these and you can assemble your own high-tech utility armor.&lt;br /&gt;
&lt;br /&gt;
22. [[Accessories and Equipment#Necklaces|Expensive necklace]] x 1: Luck continues to favor you! Just below where the exhumed H.U.L.C. shoulder part was found; you uncover a valuable gold necklace that can be used as an Affection-raising gift to NPCs or sold at the market.&lt;br /&gt;
&lt;br /&gt;
23. [[The Player#Melee Combat|Melee skill]] +1: You come up with nothing after searching through a stubborn pile of rubbish, even if the hundreds of shovel-hits have helped to improve your Melee combat skill!&lt;br /&gt;
&lt;br /&gt;
24. [[DuraSteel]] x 2: Nice! You manage to find two processed rods composed of pure DuraSteel. This resource is vital for when crafting advanced weaponry and ammunition. &lt;br /&gt;
&lt;br /&gt;
25. Cash $350: After two strenuous hours, you&#039;re able to find 350 Ikaanian silver dollars locked inside a small metal box which you believe to be your brother&#039;s old stash safe from when he was a young boy.&lt;br /&gt;
&lt;br /&gt;
26. [[Merchandise]] x 16: Now that you&#039;ve almost worked yourself through the entire scrap heap, most of it dumped in various locations toward Marston Swamps, you consider yourself lucky when you exhume a large pile of interesting goods that can be used for crafting or sold at the market.&lt;br /&gt;
&lt;br /&gt;
27. Nothing. Unfortunately, you fail to find anything interesting.&lt;br /&gt;
&lt;br /&gt;
28. [[Teddy Bears]] x 2, [[Chocolate bars]] x 1: After several hours, you manage to uncover two stuffed teddy bears and a NECO chocolate bar inside an old metal chest. They are in surprisingly good condition. Teddy bears and snacks can be used as Affection and Happiness-raising gifts to certain NPCs.&lt;br /&gt;
&lt;br /&gt;
29. [[The Red River Circlet]] (legendary Item): Just below one of the larger hauled-away piles of rubbish, you manage to uncover something really special. In a large, wooden chest, that you don’t recognize from your own childhood, you uncover a beautiful diadem, crested by a red jewel. &lt;br /&gt;
&lt;br /&gt;
30. [[Wakizashi]] x 1: While wagoning away the last pile of your brother&#039;s old crap, you spot a bindle of old cloth covering a sharp and well-preserved oriental blade. How could you miss that?&lt;br /&gt;
&lt;br /&gt;
Your brother&#039;s old scrap heap has been cleared!&lt;br /&gt;
&lt;br /&gt;
=== B. TBA ===&lt;br /&gt;
&lt;br /&gt;
=== C. TBA ===&lt;br /&gt;
&lt;br /&gt;
=== D. TBA ===&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10891</id>
		<title>SPOILERS</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10891"/>
		<updated>2026-05-21T01:20:58Z</updated>

		<summary type="html">&lt;p&gt;AlexD: added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Answers to questions that many players ask but that many other players don&#039;t want to see, are stashed away here. &lt;br /&gt;
&lt;br /&gt;
Peruse at risk of spoiling the enjoyment that discovering this stuff for yourself during gameplay might bring.&lt;br /&gt;
&lt;br /&gt;
=== A. Contents of the Scrap Heap ===&lt;br /&gt;
Results of each two hour &amp;quot;search&amp;quot; action of the [[scrap heap]] in the household yard, in order:&lt;br /&gt;
&lt;br /&gt;
1. Artifact (common): a sealed DuraGlass soda bottle from 22nd century Earth. There&#039;s still some liquid inside. This could be valuable if you find the right buyer.&lt;br /&gt;
&lt;br /&gt;
2. Scrap Metal x 5: Inside a rotten leather case, you find a batch of old knives and metal springs that can be turned into steel with the right prerequisites.&lt;br /&gt;
&lt;br /&gt;
3. Merchandise x 3: You find some still-functional Westside Assembly Plant gadgets in an old metal case. These could be scrapped for valuables or sold for a couple of dollars each at Redhaven Market.&lt;br /&gt;
&lt;br /&gt;
4. Merchandise  x 2: After searching through a huge wooden chest, you find an intact case full of interesting but not very valuable gadgets.&lt;br /&gt;
&lt;br /&gt;
5. Revital x5: Wow, inside a sealed DuraSteel case, you find a batch of Revital vials, used by wealthy Spheremasters to temporarily stop aging. &lt;br /&gt;
&lt;br /&gt;
6. Nothing: You fail to find anything valuable.&lt;br /&gt;
&lt;br /&gt;
7. Nothing: Unfortunately, you fail to find anything interesting, despite searching for over two hours.&lt;br /&gt;
&lt;br /&gt;
8. C-boards x 3: You find three old circuit boards from which you can extract gold with the right prerequisites. &lt;br /&gt;
&lt;br /&gt;
9. W.E.G.A. cannisters x 12: You find a dozen rusty old W.E.G.A. cannisters inside a leather holder. These were once used as ammo for a powerful Russian-made hand-cannon.&lt;br /&gt;
&lt;br /&gt;
10. Energy Cells x 3: After digging in the same location where you found the W.E.G.A. cannisters, you stumble upon three Energy Cells. These can be used as ammunition for the powerful Plasma rifle or as parts of more advanced crafting projects.&lt;br /&gt;
&lt;br /&gt;
11. Combat knife x 1: After breaking the lock of an old metal case, you find a family artifact – your brother&#039;s old dagger. You remember how he held this piece very dearly.&lt;br /&gt;
&lt;br /&gt;
12. Bolts x12: After two hours of fruitlessly searching for anything that shines or looks valuable, you manage to pull out an old quiver that still holds a dozen usable crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
13. Ammo - 9mm x5, .30-06 x7, 7.62 x9: After searching in the same place as you found the crossbow bolts, you manage to extract an old ammunition box that contains a handful of various bullets.&lt;br /&gt;
&lt;br /&gt;
14. Health points -5: After digging through a three-feet-thick layer of debris, your shovel hits an old grenade cannister that explodes, covering you with sharp pieces of glass and stone! &lt;br /&gt;
&lt;br /&gt;
15. STRENGTH +1: While digging through another pile of debris, far away from potentially explosive areas, you fail to find anything. The strenuous effort has done wonders to your Strength however! &lt;br /&gt;
&lt;br /&gt;
16. Scrap Metal x 11: You dig through a tougher part of your brother&amp;amp;amp;#39;s old scrap heap and manage to pull out an impressive amount of scrap metal that can be used as material in crafting sessions.&lt;br /&gt;
&lt;br /&gt;
17. Gold x 1, Durasteel x 1, Fasteners x 8, Merchandise x 21: You uncover a trove of precious items at various locations. After the session is over, you kneel down and pray to the gods in gratitude. (Even if you&#039;re not very religious.)&lt;br /&gt;
&lt;br /&gt;
18. Health points -4: Apart from wasting two precious hours of your life, this session ends with a blood-gashing wound after you cut yourself on a sharp piece of glass!&lt;br /&gt;
&lt;br /&gt;
19. Merchandise x10: You dig at an unexplored part of the heap and manage to conjure up some valuable goods after a sweat-covered session with the shovel.&lt;br /&gt;
&lt;br /&gt;
20. STAMINA +1: You spend two hours searching for valuables but come up with nothing else than dirt and sharp rocks. At least the strenuous effort has improved your Stamina by a small degree.&lt;br /&gt;
&lt;br /&gt;
21. H.U.L.C. armor part x 1: You&#039;ve found an incredible pre-severance artifact - an intact H.U.L.C. armor part. Gather 15 of these and you can assemble your own high-tech utility armor.&lt;br /&gt;
&lt;br /&gt;
22. Expensive necklace x 1: Luck continues to favor you! Just below where the exhumed H.U.L.C. shoulder part was found; you uncover a valuable gold necklace that can be used as an Affection-raising gift to NPCs or sold at the market.&lt;br /&gt;
&lt;br /&gt;
23. Melee skill +1: You come up with nothing after searching through a stubborn pile of rubbish, even if the hundreds of shovel-hits have helped to improve your Melee combat skill!&lt;br /&gt;
&lt;br /&gt;
24. DuraSteel x 2: Nice! You manage to find two processed rods composed of pure DuraSteel. This resource is vital for when crafting advanced weaponry and ammunition. &lt;br /&gt;
&lt;br /&gt;
25. Cash $350: After two strenuous hours, you&#039;re able to find 350 silver dollars locked inside a small metal box which you believe to be your brother&#039;s old stash safe from when he was a young boy.&lt;br /&gt;
&lt;br /&gt;
26. Merchandise x 16: Now that you&#039;ve almost worked yourself through the entire scrap heap, most of it dumped in various locations toward Marston Swamps, you consider yourself lucky when you exhume a large pile of interesting goods that can be used for crafting or sold at the market.&lt;br /&gt;
&lt;br /&gt;
27. Nothing. Unfortunately, you fail to find anything interesting.&lt;br /&gt;
&lt;br /&gt;
28. Teddy Bears x 2, Chocolate bars x 1: After several hours, you manage to uncover two stuffed teddy bears and a NECO chocolate bar inside an old metal chest. They are in surprisingly good condition. Teddy bears and snacks can be used as Affection and Happiness-raising gifts to certain NPCs.&lt;br /&gt;
&lt;br /&gt;
29. The Red River Circlet (legendary Item): Just below one of the larger hauled-away piles of rubbish, you manage to uncover something really special. In a large, wooden chest, that you don’t recognize from your own childhood, you uncover a beautiful diadem, crested by a red jewel. &lt;br /&gt;
&lt;br /&gt;
30. Wakizashi x 1: While wagoning away the last pile of your brother&#039;s old crap, you spot a bindle of old cloth covering a sharp and well-preserved oriental blade. How could you miss that?&lt;br /&gt;
&lt;br /&gt;
Your brother&#039;s old scrap heap has been cleared!&lt;br /&gt;
&lt;br /&gt;
=== B. TBA ===&lt;br /&gt;
&lt;br /&gt;
=== C. TBA ===&lt;br /&gt;
&lt;br /&gt;
=== D. TBA ===&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Scrap_heap&amp;diff=10890</id>
		<title>Scrap heap</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Scrap_heap&amp;diff=10890"/>
		<updated>2026-05-21T00:55:46Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Created scrap heap page, with contents of scrap heap hidden on separate SPOILERS page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Type scrap.jpg|alt=The large scrap heap  in the household yard|right|frameless|629x629px]]&lt;br /&gt;
In your [[The household|household&#039;s]] spacious walled [[The yard|yard]] is a big pile of old junk that your brother [[Joseph]], who was a bit of a hoarder, used to &amp;quot;temporarily&amp;quot; store old things from the [[annex]] and the main building until some imagined day when he could decide what to do with it. He also stored &amp;quot;interesting&amp;quot; things here that he found while out [[scavenging]].&lt;br /&gt;
&lt;br /&gt;
It is a large pile, taking up considerable space, but might possibly contain some useful and maybe valuable items. You could either hire some [[freebooters]] to haul it all away and quickly get room to build here, or go through it yourself.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;search&amp;quot; action takes two hours and costs ten [[The Player#Stamina, and Stamina Points|Stamina]] points. You estimate it might take you sixty hours to sort through the whole lot. This can also only be done when there is sufficient daylight - and you might not want to do it in the rain.&lt;br /&gt;
&lt;br /&gt;
For players who want to cheat and peek, the spoils in the pile are listed here in the [[SPOILERS#A. Contents of the Scrap Heap|SPOILERS]] page.&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10889</id>
		<title>SPOILERS</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10889"/>
		<updated>2026-05-21T00:47:27Z</updated>

		<summary type="html">&lt;p&gt;AlexD: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Answers to questions that many players ask but that many other players don&#039;t want to see, are stashed away here. &lt;br /&gt;
&lt;br /&gt;
Peruse at risk of spoiling the enjoyment that discovering this stuff for yourself during gameplay might bring.&lt;br /&gt;
&lt;br /&gt;
=== A. Contents of the Scrap Heap ===&lt;br /&gt;
Results of each two hour &amp;quot;search&amp;quot; action, in order:&lt;br /&gt;
&lt;br /&gt;
1. Artifact (common): a sealed DuraGlass soda bottle from 22nd century Earth. There&#039;s still some liquid inside. This could be valuable if you find the right buyer.&lt;br /&gt;
&lt;br /&gt;
2. Scrap Metal x 5: Inside a rotten leather case, you find a batch of old knives and metal springs that can be turned into steel with the right prerequisites.&lt;br /&gt;
&lt;br /&gt;
3. Merchandise x 3: You find some still-functional Westside Assembly Plant gadgets in an old metal case. These could be scrapped for valuables or sold for a couple of dollars each at Redhaven Market.&lt;br /&gt;
&lt;br /&gt;
4. Merchandise  x 2: After searching through a huge wooden chest, you find an intact case full of interesting but not very valuable gadgets.&lt;br /&gt;
&lt;br /&gt;
5. Revital x5: Wow, inside a sealed DuraSteel case, you find a batch of Revital vials, used by wealthy Spheremasters to temporarily stop aging. &lt;br /&gt;
&lt;br /&gt;
6. Nothing: You fail to find anything valuable.&lt;br /&gt;
&lt;br /&gt;
7. Nothing: Unfortunately, you fail to find anything interesting, despite searching for over two hours.&lt;br /&gt;
&lt;br /&gt;
8. C-boards x 3: You find three old circuit boards from which you can extract gold with the right prerequisites. &lt;br /&gt;
&lt;br /&gt;
9. W.E.G.A. cannisters x 12: You find a dozen rusty old W.E.G.A. cannisters inside a leather holder. These were once used as ammo for a powerful Russian-made hand-cannon.&lt;br /&gt;
&lt;br /&gt;
10. Energy Cells x 3: After digging in the same location where you found the W.E.G.A. cannisters, you stumble upon three Energy Cells. These can be used as ammunition for the powerful Plasma rifle or as parts of more advanced crafting projects.&lt;br /&gt;
&lt;br /&gt;
11. Combat knife x 1: After breaking the lock of an old metal case, you find a family artifact – your brother&#039;s old dagger. You remember how he held this piece very dearly.&lt;br /&gt;
&lt;br /&gt;
12. Bolts x12: After two hours of fruitlessly searching for anything that shines or looks valuable, you manage to pull out an old quiver that still holds a dozen usable crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
13. Ammo - 9mm x5, .30-06 x7, 7.62 x9: After searching in the same place as you found the crossbow bolts, you manage to extract an old ammunition box that contains a handful of various bullets.&lt;br /&gt;
&lt;br /&gt;
14. Health points -5: After digging through a three-feet-thick layer of debris, your shovel hits an old grenade cannister that explodes, covering you with sharp pieces of glass and stone! &lt;br /&gt;
&lt;br /&gt;
15. STRENGTH +1: While digging through another pile of debris, far away from potentially explosive areas, you fail to find anything. The strenuous effort has done wonders to your Strength however! &lt;br /&gt;
&lt;br /&gt;
16. Scrap Metal x 11: You dig through a tougher part of your brother&amp;amp;amp;#39;s old scrap heap and manage to pull out an impressive amount of scrap metal that can be used as material in crafting sessions.&lt;br /&gt;
&lt;br /&gt;
17. Gold x 1, Durasteel x 1, Fasteners x 8, Merchandise x 21: You uncover a trove of precious items at various locations. After the session is over, you kneel down and pray to the gods in gratitude. (Even if you&#039;re not very religious.)&lt;br /&gt;
&lt;br /&gt;
18. Health points -4: Apart from wasting two precious hours of your life, this session ends with a blood-gashing wound after you cut yourself on a sharp piece of glass!&lt;br /&gt;
&lt;br /&gt;
19. Merchandise x10: You dig at an unexplored part of the heap and manage to conjure up some valuable goods after a sweat-covered session with the shovel.&lt;br /&gt;
&lt;br /&gt;
20. STAMINA +1: You spend two hours searching for valuables but come up with nothing else than dirt and sharp rocks. At least the strenuous effort has improved your Stamina by a small degree.&lt;br /&gt;
&lt;br /&gt;
21. H.U.L.C. armor part x 1: You&#039;ve found an incredible pre-severance artifact - an intact H.U.L.C. armor part. Gather 15 of these and you can assemble your own high-tech utility armor.&lt;br /&gt;
&lt;br /&gt;
22. Expensive necklace x 1: Luck continues to favor you! Just below where the exhumed H.U.L.C. shoulder part was found; you uncover a valuable gold necklace that can be used as an Affection-raising gift to NPCs or sold at the market.&lt;br /&gt;
&lt;br /&gt;
23. Melee skill +1: You come up with nothing after searching through a stubborn pile of rubbish, even if the hundreds of shovel-hits have helped to improve your Melee combat skill!&lt;br /&gt;
&lt;br /&gt;
24. DuraSteel x 2: Nice! You manage to find two processed rods composed of pure DuraSteel. This resource is vital for when crafting advanced weaponry and ammunition. &lt;br /&gt;
&lt;br /&gt;
25. Cash $350: After two strenuous hours, you&#039;re able to find 350 silver dollars locked inside a small metal box which you believe to be your brother&#039;s old stash safe from when he was a young boy.&lt;br /&gt;
&lt;br /&gt;
26. Merchandise x 16: Now that you&#039;ve almost worked yourself through the entire scrap heap, most of it dumped in various locations toward Marston Swamps, you consider yourself lucky when you exhume a large pile of interesting goods that can be used for crafting or sold at the market.&lt;br /&gt;
&lt;br /&gt;
27. Nothing. Unfortunately, you fail to find anything interesting.&lt;br /&gt;
&lt;br /&gt;
28. Teddy Bears x 2, Chocolate bars x 1: After several hours, you manage to uncover two stuffed teddy bears and a NECO chocolate bar inside an old metal chest. They are in surprisingly good condition. Teddy bears and snacks can be used as Affection and Happiness-raising gifts to certain NPCs.&lt;br /&gt;
&lt;br /&gt;
29. The Red River Circlet (legendary Item): Just below one of the larger hauled-away piles of rubbish, you manage to uncover something really special. In a large, wooden chest, that you don’t recognize from your own childhood, you uncover a beautiful diadem, crested by a red jewel. &lt;br /&gt;
&lt;br /&gt;
30. Wakizashi x 1: While wagoning away the last pile of your brother&#039;s old crap, you spot a bindle of old cloth covering a sharp and well-preserved oriental blade. How could you miss that?&lt;br /&gt;
&lt;br /&gt;
Your brother&#039;s old scrap heap has been cleared!&lt;br /&gt;
&lt;br /&gt;
=== B. TBA ===&lt;br /&gt;
&lt;br /&gt;
=== C. TBA ===&lt;br /&gt;
&lt;br /&gt;
=== D. TBA ===&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10888</id>
		<title>SPOILERS</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=SPOILERS&amp;diff=10888"/>
		<updated>2026-05-21T00:46:22Z</updated>

		<summary type="html">&lt;p&gt;AlexD: Created spoilers page and added scrap heap contents as first entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Answers to questions that many players ask but that many other players don&#039;t want to see, are stashed away here. &lt;br /&gt;
&lt;br /&gt;
Peruse at risk of spoiling the enjoyment that discovering this stuff for yourself during gameplay might bring.&lt;br /&gt;
&lt;br /&gt;
=== A. Contents of the Scrap Heap ===&lt;br /&gt;
Results of each two hour &amp;quot;search&amp;quot; action, in order:&lt;br /&gt;
&lt;br /&gt;
1. Artifact (common): a sealed DuraGlass soda bottle from 22nd century Earth. There&#039;s still some liquid inside. This could be valuable if you find the right buyer.&lt;br /&gt;
&lt;br /&gt;
2. Scrap Metal x 5: Inside a rotten leather case, you find a batch of old knives and metal springs that can be turned into steel with the right prerequisites.&lt;br /&gt;
&lt;br /&gt;
3. Merchandise x 3: You find some still-functional Westside Assembly Plant gadgets in an old metal case. These could be scrapped for valuables or sold for a couple of dollars each at Redhaven Market.&lt;br /&gt;
&lt;br /&gt;
4. Merchandise  x 2: After searching through a huge wooden chest, you find an intact case full of interesting but not very valuable gadgets.&lt;br /&gt;
&lt;br /&gt;
5. Revital x5: Wow, inside a sealed DuraSteel case, you find a batch of Revital vials, used by wealthy Spheremasters to temporarily stop aging. &lt;br /&gt;
&lt;br /&gt;
6. Nothing: You fail to find anything valuable.&lt;br /&gt;
&lt;br /&gt;
7. Nothing: Unfortunately, you fail to find anything interesting, despite searching for over two hours.&lt;br /&gt;
&lt;br /&gt;
8. C-boards x 3: You find three old circuit boards from which you can extract gold with the right prerequisites. &lt;br /&gt;
&lt;br /&gt;
9. W.E.G.A. cannisters x 12: You find a dozen rusty old W.E.G.A. cannisters inside a leather holder. These were once used as ammo for a powerful Russian-made hand-cannon.&lt;br /&gt;
&lt;br /&gt;
10. Energy Cells x 3: After digging in the same location where you found the W.E.G.A. cannisters, you stumble upon three Energy Cells. These can be used as ammunition for the powerful Plasma rifle or as parts of more advanced crafting projects.&lt;br /&gt;
&lt;br /&gt;
11. Combat knife x 1: After breaking the lock of an old metal case, you find a family artifact – your brother&#039;s old dagger. You remember how he held this piece very dearly.&lt;br /&gt;
&lt;br /&gt;
12. Bolts x12: After two hours of fruitlessly searching for anything that shines or looks valuable, you manage to pull out an old quiver that still holds a dozen usable crossbow bolts.&lt;br /&gt;
&lt;br /&gt;
13. Ammo - 9mm x5, .30-06 x7, 7.62 x9: After searching in the same place as you found the crossbow bolts, you manage to extract an old ammunition box that contains a handful of various bullets.&lt;br /&gt;
&lt;br /&gt;
14. Health points -5: After digging through a three-feet-thick layer of debris, your shovel hits an old grenade cannister that explodes, covering you with sharp pieces of glass and stone! &lt;br /&gt;
&lt;br /&gt;
15. STRENGTH +1: While digging through another pile of debris, far away from potentially explosive areas, you fail to find anything. The strenuous effort has done wonders to your Strength however! &lt;br /&gt;
&lt;br /&gt;
16. Scrap Metal x 11: You dig through a tougher part of your brother&amp;amp;amp;#39;s old scrap heap and manage to pull out an impressive amount of scrap metal that can be used as material in crafting sessions.&lt;br /&gt;
&lt;br /&gt;
17. Gold x 1, Durasteel x 1, Fasteners x 8, Merchandise x 21: You uncover a trove of precious items at various locations. After the session is over, you kneel down and pray to the gods in gratitude. (Even if you&#039;re not very religious.)&lt;br /&gt;
&lt;br /&gt;
18. Health points -4: Apart from wasting two precious hours of your life, this session ends with a blood-gashing wound after you cut yourself on a sharp piece of glass!&lt;br /&gt;
&lt;br /&gt;
19. Merchandise x10: You dig at an unexplored part of the heap and manage to conjure up some valuable goods after a sweat-covered session with the shovel.&lt;br /&gt;
&lt;br /&gt;
20. STAMINA +1: You spend two hours searching for valuables but come up with nothing else than dirt and sharp rocks. At least the strenuous effort has improved your Stamina by a small degree.&lt;br /&gt;
&lt;br /&gt;
21. H.U.L.C. armor part x 1: You&#039;ve found an incredible pre-severance artifact - an intact H.U.L.C. armor part. Gather 15 of these and you can assemble your own high-tech utility armor.&lt;br /&gt;
&lt;br /&gt;
22. Expensive necklace x 1: Luck continues to favor you! Just below where the exhumed H.U.L.C. shoulder part was found; you uncover a valuable gold necklace that can be used as an Affection-raising gift to NPCs or sold at the market.&lt;br /&gt;
&lt;br /&gt;
23. Melee skill +1: You come up with nothing after searching through a stubborn pile of rubbish, even if the hundreds of shovel-hits have helped to improve your Melee combat skill!&lt;br /&gt;
&lt;br /&gt;
24. DuraSteel x 2: Nice! You manage to find two processed rods composed of pure DuraSteel. This resource is vital for when crafting advanced weaponry and ammunition. &lt;br /&gt;
&lt;br /&gt;
25. Cash $350: After two strenuous hours, you&#039;re able to find 350 silver dollars locked inside a small metal box which you believe to be your brother&#039;s old stash safe from when he was a young boy.&lt;br /&gt;
&lt;br /&gt;
26. Merchandise x 16: Now that you&#039;ve almost worked yourself through the entire scrap heap, most of it dumped in various locations toward Marston Swamps, you consider yourself lucky when you exhume a large pile of interesting goods that can be used for crafting or sold at the market.&lt;br /&gt;
&lt;br /&gt;
27. Nothing. Unfortunately, you fail to find anything interesting.&lt;br /&gt;
&lt;br /&gt;
28. Teddy Bears x 2, Chocolate bars x 1: After several hours, you manage to uncover two stuffed teddy bears and a NECO chocolate bar inside an old metal chest. They are in surprisingly good condition. Teddy bears and snacks can be used as Affection and Happiness-raising gifts to certain NPCs.&lt;br /&gt;
&lt;br /&gt;
29. The Red River Circlet (legendary Item): Just below one of the larger hauled-away piles of rubbish, you manage to uncover something really special. In a large, wooden chest, that you don’t recognize from your own childhood, you uncover a beautiful diadem, crested by a red jewel. &lt;br /&gt;
&lt;br /&gt;
30. Wakizashi x 1: While wagoning away the last pile of your brother&#039;s old crap, you spot a bindle of old cloth covering a sharp and well-preserved oriental blade. How could you miss that?&lt;br /&gt;
&lt;br /&gt;
Your brother&#039;s old scrap heap has been cleared!&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Freebooter%27s_holding&amp;diff=10881</id>
		<title>Freebooter&#039;s holding</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Freebooter%27s_holding&amp;diff=10881"/>
		<updated>2026-05-19T23:54:54Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Freebooter&#039;s holding&amp;quot; is a [[freebooter]] term for a type of bribe, or &amp;quot;unofficial license&amp;quot;, commonly paid by [[bandits]] and other people engaged in activities outwith the law, to the [[Skyguard]] or to other authorities who might object to what they are up to. These arrangements help provide a certain degree of stability in a society in which law enforcement authorities are overstretched, as it connects criminals to the &amp;quot;police&amp;quot;, and helps the authorities keep an eye on things. A practice symptomatic of the fact that the law in practice tends to be more concerned with order than with justice. And should two groups of criminals come into conflict over a certain issue or piece of territory, those who pay the Skyguard (or who pay the Skyguard the most) will find themselves with an advantage, as [[Ikaanos]]&#039; law gets unevenly applied.&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Freebooter%27s_holding&amp;diff=10880</id>
		<title>Freebooter&#039;s holding</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Freebooter%27s_holding&amp;diff=10880"/>
		<updated>2026-05-19T23:54:02Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Freebooter&#039;s holding&amp;quot; is a freebooter term for a type of bribe, or &amp;quot;unofficial license&amp;quot;, commonly paid by [[bandits]] and other people engaged in activities outwith the law, to the [[Skyguard]] or to other authorities who might object to what they are up to. These arrangements help provide a certain degree of stability in a society in which law enforcement authorities are overstretched, as it connects criminals to the &amp;quot;police&amp;quot;, and helps the authorities keep an eye on things. A practice symptomatic of the fact that the law in practice tends to be more concerned with order than with justice. And should two groups of criminals come into conflict over a certain issue or piece of territory, those who pay the Skyguard (or who pay the Skyguard the most) will find themselves with an advantage, as [[Ikaanos]]&#039; law gets unevenly applied.&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Children&amp;diff=10879</id>
		<title>Children</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Children&amp;diff=10879"/>
		<updated>2026-05-19T20:46:24Z</updated>

		<summary type="html">&lt;p&gt;AlexD: /* Processing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
A major feature of Masters of Raana is that this game can be played over many years of gameplay. And within it, you can have children - potentially lots of them! Children are NPCs that can be added to [[The Player]]&#039;s [[Player Home (Redhaven)|Household]].&lt;br /&gt;
&lt;br /&gt;
=== Creating Children ===&lt;br /&gt;
To start the process of making children, the player first needs to disable the [[Totalube]](&#039;&#039;&#039;™&#039;&#039;&#039;) option for female NPCs, which is accessible through the Houserules option of each NPC&#039;s Menu. After that, the player would have to engage in intercourse with the female NPC of his choice and climax inside her (vaginal only!). Following that, the player would have to click the &amp;quot;Conclude Day&amp;quot; button for the game to calculate the chance of the female NPC being pregnant. This can be increased by: &lt;br /&gt;
*Having intercourse multiple times with the same female NPC, selecting &amp;quot;Massive Load&amp;quot; in the Traits page in the Character Creation menu helps speed up this process. &lt;br /&gt;
*The female NPC that the player had intercourse with is below 21.&lt;br /&gt;
&lt;br /&gt;
However, the chance of the female NPC being pregnant will decrease if she is above 21 years old.&lt;br /&gt;
&lt;br /&gt;
The player will know whether the female NPC that he had intercourse with is pregnant or not through a notification after clicking on the &amp;quot;Conclude Day&amp;quot; button and by clicking on that female NPC and then going to the Examination page.&lt;br /&gt;
&lt;br /&gt;
The player can also influence the proportion of male versus female children produced through the &amp;quot;Offspring&amp;quot; toggle under the Household section of Page 2 of general Game Options (75% girls, 75% boys, or equal).&lt;br /&gt;
&lt;br /&gt;
Of note here is that only the Player can get a female NPC pregnant.&lt;br /&gt;
&lt;br /&gt;
===Fertility===&lt;br /&gt;
The initiation of pregnancy is calculated every midnight when the NPC is off TotaLube and has a semen load of at least 1 out of 10. You can hover over the ovary icon to check semen load. Chance for pregnancy is determined by Fertility as the base chance. Semen load of at least 3/10 adds a +10 to the Fertility roll. At semen load 6 and higher, another +10 is added, and at semen load 9, the final +10 roll is added. Calculation at semen load 9 for a Fertility 60 NPC is 60+10+10+10, for a total of 90. Another roll is calculated, from 1 to 150, and then deducted from the 90. If the final total is greater than 1, then a pregnancy happens that night. This is calculated every night until a pregnancy occurs. You will then be notified during Conclude Day. Maximizing your chances for pregnancy therefore requires a semen load of 9/10 and a high fertility.&lt;br /&gt;
&lt;br /&gt;
Note that an NPC loses one semen load per day during midnight.&lt;br /&gt;
&lt;br /&gt;
===Pregnancy===&lt;br /&gt;
A normal pregnancy will take 280 in-game days to complete to term. Through access to advanced medical technology brought to Ikaanos from Earth, the player can also increase the speed pregnancies progress - controlled through the &amp;quot;Pregnancies&amp;quot; setting in the Household section of Page 2 of General Game Options. Picking x10 for example will speed up the pregnancy, taking ~28 days to complete to term.&lt;br /&gt;
&lt;br /&gt;
When the female NPC that the MC had intercourse with becomes pregnant, she gains roughly 5-35 kg (10-55 lbs), with most female NPCs ending up with around 10-12 kg extra weight. The norm for female NPCs with the Sweet Tooth trait is probably double that. All this can be avoided by lowering the female NPCs&#039; ration level to the lowest - if the player is willing to take the Affection and Happiness drop. A pregnant female NPC set on a restricted diet suffers no losses if her Discipline is 70+, however.&lt;br /&gt;
&lt;br /&gt;
Pregnant NPC renders will start to appear on Day 200 of pregnancy. You can check the progress of pregnancy through each pregnant NPC&#039;s Examination page. You can also track how many pregnancy are in your house in the Economy and Influence section of your household management. You will find a header named Household Stats and you can click one of the arrows to arrive at the correct household stat page.&lt;br /&gt;
&lt;br /&gt;
Starting at Day 200, the pregnant NPC has a 1% chance each day to lose 1 DEX if her DEX is 60 or higher. Giving birth incurs -1 DEX, a temporary health loss of 12, and a vaginal wear of +25. Her stamina is also temporarily drained down to 4.&lt;br /&gt;
&lt;br /&gt;
===Infant Stage===&lt;br /&gt;
After the child is born, they will be brought into the [[Nursery]] in the MC&#039;s mansion (an attic level of the building, not currently shown on the floorplan map), where they will be taken care of by [[Titles (Slaves)#Nanny|Nannies]] assigned by the MC. There is currently room for 18 children here. The MC can choose to be a caring father by either playing with his child, teaching them academically, or combat-wise.&lt;br /&gt;
&lt;br /&gt;
To check the effects of each assigned nanny to the Nursery Atmosphere, hover over the nanny&#039;s name in the Nursery or click the (i) icon next to the Nanny title in the Jobs &amp;amp; Titles section for each NPC.&lt;br /&gt;
&lt;br /&gt;
=== Aging ===&lt;br /&gt;
Again thanks to advanced medical technology, the player can also speed up the rate of aging in the Nursery - again controlled through a setting in the Household section of Page 2 of general Game Options.&lt;br /&gt;
&lt;br /&gt;
=== Attributes, Traits and Education ===&lt;br /&gt;
The child&#039;s starting stats are determined by primarily by his/her mother, with additional increases and caps set by the father.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Intelligence:&#039;&#039;&#039; the child inherits the mother&#039;s intelligence directly. Various modifiers are then automatically applied once the kid is processed.&lt;br /&gt;
** Modifiers to Intelligence is 3/6 chance of +5, 1/6 chance of +0, 1/6 chance of -5, and 1/6 chance of +10.&lt;br /&gt;
** If MC has Brainy trait, +5 to Intelligence cap during child character creation.&lt;br /&gt;
** If MC has 130+ INT, +5 to Intelligence cap during child character creation.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Beauty:&#039;&#039;&#039; the child inherits the mother&#039;s base Beauty, that is Beauty without the clothes, perfume, necklace, or piercing effects. Beauty from Surgery can be inherited. For example, Lovisa with 60 Beauty will start with a base 60 beauty kid, no matter if she is wearing New Eden gown or Embryl necklace. Lovisa after surgery with 85 beauty will start with a base 85 beauty kid. There is also a small chance of a +5 modifier being added during the moment of birth, so it is possible for the kid to start at 90 Beauty. If you have a random NPC who came with 130 Beauty naturally, your kid will have a base 130 (or 135) Beauty. Various modifiers are then automatically applied once the kid is processed.&lt;br /&gt;
** Modifiers to Beauty is a 1/10 chance for +10, 1/10 chance for -10, 1/10 chance for +6, 1/10 chance for -5, 2/10 chance for +5, 4/10 chance for +0.&lt;br /&gt;
** If MC has the Attractive trait, 1/8 chance for +10, 2/8 chance for +5, 4/8 chance of +0, 1/8 chance of +6.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Body Type:&#039;&#039;&#039;&lt;br /&gt;
** Girls are intended to inherit their mother&#039;s current body type.&lt;br /&gt;
** Boys roll 2/3 chance for normal body type (body type 6) and 1/3 chance of muscular body type (body type 7).&lt;br /&gt;
** If the Player has the Mountain Man trait, there is a +1 modifier to body type. So a normal body type is 6, +1, it becomes 7, so the kid is now Muscular.If the kid is muscular, 7, +1, 8, the kid is now Herculean (body type 8). A 1/3 chance of being Herculean.&lt;br /&gt;
** If the MC STR is 130+, there is another +1 modifier to body type. A body type 6 kid will have a total of +2 with both Mountain Man MC and MC STR 130+, so he is guaranteed Herculean. A boy with body total of 9 will get the Titan body type in the Examination tab.&lt;br /&gt;
** Kids will start with Very Petite body type after processing and will grow into their inherited body types when they hit 15 years of age.&lt;br /&gt;
** Note that after processing kids, aging up kids using the Age+1 button will not change body types, so if you want your kids&#039; body types to reach the intended inherited body type, you have to let them age on their own. You can still use the accelerated kid aging option in the game settings third page.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Religion:&#039;&#039;&#039; the kid inherits the religion of the MC. Starting devotion is between 1 to 15&lt;br /&gt;
* &#039;&#039;&#039;Affection:&#039;&#039;&#039; Children start at Amiable affection.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
When a child reaches adolescence, the player can process and add them into his household. They will then become visible, interactable NPCs - and can be trained, [[homeschooled]], assigned to jobs, join riding schools, sent off for education at The Academy, or even join their father for adventures as one of his Followers. They however can&#039;t be assigned as Prostitutes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adolescence&#039;&#039;&#039; starts when the child in the [[Nursery]] reaches Day 3,000. This can be sped up in the game settings page 2. Setting the Nursery Aging option to x 100 for example completes the adolescence process in 30 days. Processing a child leads you to a miniature character creation screen where you can spend points accumulated by your Nannies (reflected as Nursery Atmosphere) to buy points or traits for your child. Each Atmosphere corresponds to specific stats and traits and can only be used for buying those stats and traits. For example, Combat School is used for buying Melee or Ranged Combat stats, and for buying traits like Crackshot or Berserker. Combat School points cannot be used to buy Intelligence stats or the Extroverted trait. The Player can choose up to six traits, from two pages navigated via the button labeled [Next Page] down below the trait list. &lt;br /&gt;
&lt;br /&gt;
The list of available traits and their associated point-costs (in parenthesis) are: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vanilla&#039;&#039;&#039; (0)&lt;br /&gt;
* &#039;&#039;&#039;Dominant&#039;&#039;&#039; (0)&lt;br /&gt;
* &#039;&#039;&#039;Extrovert&#039;&#039;&#039; (10 Free Thinking)&lt;br /&gt;
* &#039;&#039;&#039;Feminist&#039;&#039;&#039; (+10 Free Thinking; this trait adds to your points, instead of deducting from it)&lt;br /&gt;
* &#039;&#039;&#039;Nerd&#039;&#039;&#039; (15 Education)&lt;br /&gt;
* &#039;&#039;&#039;Perfectionist&#039;&#039;&#039; (25 Mental)&lt;br /&gt;
* &#039;&#039;&#039;Starlet&#039;&#039;&#039; (25 Free Thinking)&lt;br /&gt;
* &#039;&#039;&#039;Scavenger&#039;&#039;&#039; (30 Adventure)&lt;br /&gt;
* &#039;&#039;&#039;Bratty&#039;&#039;&#039; (0)&lt;br /&gt;
* &#039;&#039;&#039;Techie&#039;&#039;&#039; (25 Education)&lt;br /&gt;
* &#039;&#039;&#039;Wild-Born&#039;&#039;&#039; (20 Adventure)&lt;br /&gt;
* &#039;&#039;&#039;Workaholic&#039;&#039;&#039; (35 Discipline)&lt;br /&gt;
* &#039;&#039;&#039;Malevolent&#039;&#039;&#039; (10 Free Thinking)&lt;br /&gt;
* &#039;&#039;&#039;Pure&#039;&#039;&#039; (0)&lt;br /&gt;
* &#039;&#039;&#039;Berserker&#039;&#039;&#039; (50 Combat)&lt;br /&gt;
* &#039;&#039;&#039;Bloodthirsty&#039;&#039;&#039; (30 Combat)&lt;br /&gt;
* &#039;&#039;&#039;Brawler&#039;&#039;&#039; (30 Combat)&lt;br /&gt;
* &#039;&#039;&#039;Crackshot&#039;&#039;&#039; (60 Combat)&lt;br /&gt;
* &#039;&#039;&#039;Warrior&#039;&#039;&#039; (35 Combat)&lt;br /&gt;
&lt;br /&gt;
The following traits will be randomly assigned to children based on chance when they reach adulthood (18) if the Nursery Corruption is 40+:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Perverted:&#039;&#039;&#039; Both sons and daughters have a 1/4 chance to come with Perverted at traitvalue 100/100 or a 1/4 chance to come with Perverted at traitvalue 50/100.&lt;br /&gt;
* &#039;&#039;&#039;Nymphomaniac:&#039;&#039;&#039; Daughters have a 1/4 chance to come with Nymphomaniac at traitvalue 100/100 or a 1/4 chance to come with Nymphomaniac at traitvalue 50/100.&lt;br /&gt;
* &#039;&#039;&#039;Oral Fixation:&#039;&#039;&#039; Daughters have a 1/4 chance to come with Oral Fixation at traitvalue 100/100 or a 1/4 chance to come with Oral Fixation at traitvalue 50/100.&lt;br /&gt;
* &#039;&#039;&#039;Daddy Issues:&#039;&#039;&#039;  Daughters have a 1/4 chance to come with Daddy Issues at traitvalue 100/100 or a 1/4 chance to come with Daddy Issues at traitvalue 50/100.&lt;br /&gt;
&lt;br /&gt;
The stats the child can purchase have their own respective caps and the caps are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength:&#039;&#039;&#039; 45 (male) or 35 (female); +25 to the cap if the Player has the Mountain Man trait&lt;br /&gt;
* &#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 75 (60 if the Player has the Mountain Man trait)&lt;br /&gt;
* &#039;&#039;&#039;Stamina:&#039;&#039;&#039; 45 (55 if the Player has the Mountain Man trait)&lt;br /&gt;
* &#039;&#039;&#039;Willpower:&#039;&#039;&#039; 45&lt;br /&gt;
* &#039;&#039;&#039;Charisma:&#039;&#039;&#039; 50&lt;br /&gt;
* &#039;&#039;&#039;Discipline:&#039;&#039;&#039; variable (dependent on the Nursery Discipline, with a maximum cap of 80 Discipline)&lt;br /&gt;
* &#039;&#039;&#039;Melee Combat:&#039;&#039;&#039; 60 (75 if the Player has the Mountain Man trait)&lt;br /&gt;
* &#039;&#039;&#039;Ranged Combat:&#039;&#039;&#039; 50 (65 if the Player has the Sniper trait)&lt;br /&gt;
* &#039;&#039;&#039;Administration:&#039;&#039;&#039; 25&lt;br /&gt;
* &#039;&#039;&#039;Other skills:&#039;&#039;&#039; 60 (70 if the Player has the Z-Marked trait)&lt;br /&gt;
&lt;br /&gt;
===Careers===&lt;br /&gt;
Once the child reaches 18 years old the MC  can send them out into the world, via the &amp;quot;Send Off!&amp;quot; button in their Action menu. This action is permanent. They will then no longer take up space in the Household - but they will never again be available to be interacted with as NPCs. They will however send back a share of their income, and their careers in Ikaanos will reflect on their father&#039;s Influence - positively or negatively. &lt;br /&gt;
&lt;br /&gt;
The careers available to them will depend on the Child&#039;s traits and skills - primarily Discipline, Academics, Science and Performance. The child chooses their own career; it is not chosen by their father. The career they choose will be that with the highest daily influence and income gain (as measured by that accruing to the MC&#039;s Household, not that gained by the child themselves, which is not shown). &lt;br /&gt;
&lt;br /&gt;
The list here includes most of the careers, and their benefits and downsides:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Requirements&lt;br /&gt;
!Daily Income Gain&lt;br /&gt;
!Daily [[Influence]] Gain&lt;br /&gt;
|-&lt;br /&gt;
|Dilettante&lt;br /&gt;
|Discipline &amp;lt;30&lt;br /&gt;
|0&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|Mercenary&lt;br /&gt;
|Discipline 50+&amp;lt;br&amp;gt;Warrior Trait&amp;lt;br&amp;gt;Academics &amp;lt;80&lt;br /&gt;
| +10&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
|Only The Moons know&lt;br /&gt;
|Discipline &amp;lt;50&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Performer&lt;br /&gt;
|Discipline 50+ &amp;amp; Starlet Trait OR &lt;br /&gt;
Performance 80+ &amp;amp; Discipline 50+&lt;br /&gt;
| +40&lt;br /&gt;
| +15&lt;br /&gt;
|-&lt;br /&gt;
|Professor&lt;br /&gt;
|Discipline 50+&amp;lt;br&amp;gt;Academics 80+&lt;br /&gt;
| +25&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
|Scientist&lt;br /&gt;
|Discipline 50+&amp;lt;br&amp;gt;Science 80+&lt;br /&gt;
| +35&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
|Slacker&lt;br /&gt;
|Discipline &amp;lt;20&lt;br /&gt;
| -15&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
|Slave Trainer&lt;br /&gt;
|?&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
|-&lt;br /&gt;
|Slut (Female)/Rapist (Male)&lt;br /&gt;
|Discipline 30+&amp;lt;br&amp;gt;Science &amp;lt;80&amp;lt;br&amp;gt;Corruption 80+&lt;br /&gt;
| -10&lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
|Survivalist&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|Worker&lt;br /&gt;
|Discipline 60+&lt;br /&gt;
| +15&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The money and influence gained daily from the children&#039;s careers can be boost by these two factors:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Requirements&lt;br /&gt;
!Daily Income Gain&lt;br /&gt;
!Daily [[Influence]] Gain&lt;br /&gt;
|-&lt;br /&gt;
|High Discipline Bonus (Stackable)&lt;br /&gt;
|Discipline &amp;gt;= 80&lt;br /&gt;
| +15&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
|Workaholic Bonus&lt;br /&gt;
|Workaholic Trait&lt;br /&gt;
| +15&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|Prestige&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Note: A couple of the listed careers cannot be obtained because there is nothing that codes for it.&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Wives_and_offspring&amp;diff=10878</id>
		<title>Wives and offspring</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Wives_and_offspring&amp;diff=10878"/>
		<updated>2026-05-19T20:43:38Z</updated>

		<summary type="html">&lt;p&gt;AlexD: /* Offspring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wives==&lt;br /&gt;
&lt;br /&gt;
The MC can propose to any female NPC. If she accepts and becomes your wife, a new set of titles and activities will open up for that NPC.&lt;br /&gt;
&lt;br /&gt;
You can have as many wives as you want thanks to the polygamy act of 2106, but belonging to a certain [[Religion|religion]] might activate Influence and standing penalties, if you&#039;ve surpassed their wife limit. Having many wives may also affect their Happiness and Affection toward you.&lt;br /&gt;
&lt;br /&gt;
You can also assign one of your wives as &amp;quot;[[Wife#First Wife|first wife]]&amp;quot;, even if you only have one wife. This indicates she is your equal and has your full authority.&lt;br /&gt;
&lt;br /&gt;
===The proposal===&lt;br /&gt;
The MC&#039;s potential spouse must have either a Willpower below 5 or an Affection that is Loving or higher if he wants a guaranteed &amp;quot;Yes&amp;quot; to his question. A sly MC (high Manipulation) or a charming loverboy (high Charisma) might be able to persuade a woman to join him in holy wedlock but it&#039;s relatively hard if neither of the above is true. A high Anger, Defiance or a conflicting trait might further diminish a positive outcome from the proposal. You propose by navigating to &#039;&#039;&#039;&amp;quot;Events &amp;amp; Activities &amp;gt; Propose Marriage&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NOTE!&#039;&#039;&#039; You can only propose to a girl if she&#039;s been in your household for a minimum of &#039;&#039;six days&#039;&#039;. Some girls might also require you to finish their main quest before proposing marriage. &lt;br /&gt;
&lt;br /&gt;
===Ceremonies and Festivities===&lt;br /&gt;
The ceremony takes place at either a local temple or at Crystal Cathedral if your Influence is high enough. The style and blessings are also different based on what religion you belong to. You&#039;ll need a minimum of $500 to go through with a wedding - which include costs for the mandatory festivities and the traditional cleric&#039;s donation.&lt;br /&gt;
&lt;br /&gt;
A wedding ceremony is a relatively simple event, but you have control over the lavishness of the following feast:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Simple ($500):&#039;&#039;&#039; No Influence gains.&lt;br /&gt;
* &#039;&#039;&#039;Ordinary ($2500):&#039;&#039;&#039; +200 Influence. +5 Wife Happiness/Affection.&lt;br /&gt;
* &#039;&#039;&#039;Luxurious ($7000):&#039;&#039;&#039; +600 Influence. +1 Willpower. +15 Wife Happiness/Affection. +1 Wife Respect.&lt;br /&gt;
* &#039;&#039;&#039;Epic ($25000):&#039;&#039;&#039; +1500 Influence. +2 Willpower. +25 Wife Happiness/Affection. +5 Wife Respect.&lt;br /&gt;
&lt;br /&gt;
====Gifts====&lt;br /&gt;
At the Luxurious and Epic levels, one of your guests will provide you with a priceless gift that produces some form of Skill, Attribute or Influence bonus to either you or your spouse. It can be anything from a WW3 artifact to a valuable painting that&#039;ll make your household even more opulent than before.&lt;br /&gt;
&lt;br /&gt;
==Wife&#039;s assignments==&lt;br /&gt;
Wives can study and work at any vendor/school location that you&#039;ve discovered - just like ordinary NPCs. They may also work as maids or gardeners in your household, if her husband wants his wife to pull an additional income to cover expenses.&lt;br /&gt;
&lt;br /&gt;
Certain assignments might create negative effects, however:&lt;br /&gt;
&lt;br /&gt;
* Assigning your wife as a simple maid will lower her Happiness by one point per day, down to a minimum of 25.&lt;br /&gt;
* Assigning your wife as a fucktoy at Devious Tools will lower your Influence by 5 points per day, down to a minimum of 200.&lt;br /&gt;
* Assigning your wife to Abbot Roo or Walton&#039;s Gunstore has a 25% chance to lower her Happiness by one point per day, down to a minimum of 25.&lt;br /&gt;
&lt;br /&gt;
== First Wife ==&lt;br /&gt;
If you have one or more [[Wife|wives]], you can also assign one of them the Household [[Titles (Slaves)#First Wife|Title]] of &amp;quot;[[Titles (Slaves)#First Wife|First Wife]]&amp;quot;. This makes it clear to chauvinistic Ikaanian society that she is to be treated as your equal rather than your subordinate, and that someone wishing to deal with your Household can talk to her instead of you as she has your full authority. And in the case of there being multiple wives, it avoids potential confusion, as people know who to deal with and it&#039;s more difficult to set the wives against each other. This title brings with it several benefits and some costs, detailed under the title description.&lt;br /&gt;
&lt;br /&gt;
==Pregnancy==&lt;br /&gt;
&lt;br /&gt;
You&#039;re able to make any female NPC pregnant by removing her from the [[TotaLube]] in the House rules section. Each ejaculation placed in her womb raises &#039;&#039;Semen count&#039;&#039;, which is used once per day to calculate if she becomes pregnant or not. You can increase this chance by:&lt;br /&gt;
&lt;br /&gt;
* Picking a woman with a high Fertility score.&lt;br /&gt;
* Filling her womb enough to max out the Semen count bar.&lt;br /&gt;
* Larger loads (chosen during character creation) will fill this bar quicker than normal loads.&lt;br /&gt;
* Picking women that are below 22 years old.&lt;br /&gt;
* Not picking women above the age of 32. &lt;br /&gt;
* Definitely not picking women above the age of 40.&lt;br /&gt;
&lt;br /&gt;
===Getting pregnant===&lt;br /&gt;
Once the NPC is pregnant, she&#039;ll immediately drop all Anger, Defiance and Fear. Her hormones also give a one-time boost to Affection and Happiness. The pregnancy will also immediately start a countdown timer and you&#039;ll start noticing a chance in your wife&#039;s renders after reaching 200 days.&lt;br /&gt;
&lt;br /&gt;
*Expected weight gain from pregnancies are 5-35 kg (10-55 lbs), with most girls ending up with around 10-12 kg extra weight. The norm for NPCs with the Sweet Tooth trait is probably double that. All this can be avoided by lowering food to destitute levels - if you&#039;re willing to take the Affection and Happiness drop.&lt;br /&gt;
* You can view an NPC&#039;s pregnant state in NPC Menu&amp;gt;Examination&amp;gt;Body. To the right, you can also view her Fertility score.&lt;br /&gt;
&lt;br /&gt;
==Offspring==&lt;br /&gt;
Once an NPC has reached 280+ days of pregnancy, she&#039;ll go into labor and produce either a girl or a boy. The default settings for either sex is 50/50, but this can be changed in the options menu if you want more control over your offspring.&lt;br /&gt;
&lt;br /&gt;
All kids are raised in the [[Nursery]] framework (Manage &amp;gt; Nursery). This is not an actual room - view the nursery as a control menu for assigned nannies and current stat builds. You can also execute actions in the nursery that contribute to your kids&#039; future skills and traits.&lt;br /&gt;
&lt;br /&gt;
===Nursery actions===&lt;br /&gt;
* &#039;&#039;&#039;Play:&#039;&#039;&#039; Adds Happiness, Kindness and Affection (toward you) bonuses.&lt;br /&gt;
* &#039;&#039;&#039;Educate:&#039;&#039;&#039; Adds Intelligence points.&lt;br /&gt;
* &#039;&#039;&#039;Combat training:&#039;&#039;&#039; Adds DEX, STR and Melee points.&lt;br /&gt;
&lt;br /&gt;
===Process offspring===&lt;br /&gt;
Once a boy or girl has reached roughly 3,000 days (9 years old), he or she can be processed through the random NPC engine. Doing this will immediately add that child as an NPC to your household.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Continue:&#039;&#039;&#039; Part VII [[Training slaves (Grimdark)|Training slaves]].&lt;br /&gt;
&lt;br /&gt;
Back to [[Guide by Grimdark]].&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Player_Home_(Redhaven)&amp;diff=10877</id>
		<title>Player Home (Redhaven)</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Player_Home_(Redhaven)&amp;diff=10877"/>
		<updated>2026-05-19T19:23:00Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:house.jpg|thumb|500px|right]]&lt;br /&gt;
&lt;br /&gt;
A man&#039;s home is his castle. Sure, it&#039;s a little dilapidated right now, but it&#039;s &#039;&#039;The player&#039;s.&#039;&#039; The player&#039;s home is more than just a place to live. The condition of the player&#039;s home affects the happiness of his slaves, his reputation, and the different tools at his disposal. An investment in his home is an investment in himself. &lt;br /&gt;
&lt;br /&gt;
==Ground Floor==&lt;br /&gt;
The player&#039;s home has many rooms, each of which has different effects and functions. Initially, these rooms are in a state of disrepair and provide negative effects. Upgrading these rooms once will remove the negative effects, and subsequent upgrades will add positive effects or even unlock new options. &lt;br /&gt;
&lt;br /&gt;
===Living Room===&lt;br /&gt;
The player&#039;s living room is used for relaxation and entertaining guests. The state of your living room affects your influence as well as your slave&#039;s arousal and, with an optional upgrade, happiness. &lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/living room|Living Room]] for details on upgrades and their effects.  &lt;br /&gt;
&lt;br /&gt;
===Kitchen===&lt;br /&gt;
The player&#039;s kitchen is where the player or a household NPCs cooks food! The state of the player&#039;s kitchen affects his influence and what kind of cooking-related appliances and amenities he has.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s kitchen also doubles as a dining room, so its appearance has a greater impact on Influence than some other rooms. A guest will not enjoy eating in a dirty kitchen, after all. &lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Kitchen|Kitchen]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Bathroom===&lt;br /&gt;
Your bathroom is, of course, where you bathe. You can shower/bathe alone, or with a slave if you have one who is willing. If your slave is not willing, you can try to force the issue if you so choose.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Bathroom|Bathroom]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Office===&lt;br /&gt;
The player starts the game with a worn but rather cozy office, decked with floorboards dating back to the Dark Ages.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Office|Office]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
==Top Floor==&lt;br /&gt;
===Master&#039;s Bedroom===&lt;br /&gt;
This is where the player and his female slaves sleep.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Master&#039;s Bedroom|Master&#039;s Bedroom]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Empty Rooms===&lt;br /&gt;
There are seven empty rooms on the top floor of the player&#039;s house, he can either build [[Player Home (Redhaven)/Private Bedroom|Private Bedrooms]] or [[Player Home (Redhaven)/Library|Libraries]].&lt;br /&gt;
&lt;br /&gt;
==Basement==&lt;br /&gt;
===Training Room===&lt;br /&gt;
An old food-storage room that the player&#039;s brother transformed into a bondage chamber. &lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Training Room|Training Room]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===The Dorms===&lt;br /&gt;
The Dorms is a 200 square meter room used as a sweatshop by whomever lived here before the player&#039;s family moved in. The player&#039;s brother turned this into a sleeping room for his planned slave empire. It is currently a dilapidated mess that smells of mold and rotten furniture. &lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/The Dorms|The Dorms]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Holding Cell===&lt;br /&gt;
A very simple prison cell with a bucket, a wall bunk, and a wooden bowl.&lt;br /&gt;
&lt;br /&gt;
See [[Player Home (Redhaven)/Holding Cell|Holding Cell]] for details on upgrades and their effects.&lt;br /&gt;
&lt;br /&gt;
===Empty Rooms===&lt;br /&gt;
There are two empty rooms in the player&#039;s basement, which can either developed into [[Player Home (Redhaven)/Holding Cell|Holding Cells]] or [[Player Home (Redhaven)/Library|Libraries]] - or, once you have unlocked the possibility with Nicole, one can become your News Office (see below).&lt;br /&gt;
&lt;br /&gt;
==Special rooms==&lt;br /&gt;
===News Office===&lt;br /&gt;
For that, see [[Player Home (Redhaven)/News Office|News Office]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
See [[Modules]] for all purchasable modules in the player&#039;s home.&lt;br /&gt;
&lt;br /&gt;
==[[The yard|Yard]]==&lt;br /&gt;
The player home has a small, enclosed [[The yard|yard]] which starts with just a shrine, a small grove and a pile of old junk in it, but there is space for much more: food [[Garden|gardens]], a [[gazebo]]&amp;lt;nowiki/&amp;gt;for relaxing in, a training [[dojo]], a [[workshop]], grandiose [[Statue|statues]], or [[stables]]. Plus you can upgrade the wall around the garden, and its [[Guard Tower|guard tower]].&lt;br /&gt;
&lt;br /&gt;
==Finances==&lt;br /&gt;
Clicking on the &amp;quot;Manage Home&amp;quot; button will open a screen from which the player can upgrade his home and view his financial information. Here, he can choose whether to pay for food automatically for him and his slaves, and the quality of said food. The player can also optionally pay a significant daily sum for extra luxury which will make him and his slaves much more comfortable.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Income&amp;quot; section lists all the player&#039;s incomes from business investments, farming, slaves working as prostitutes, and slaves working other jobs. If any of these factors are being affected by external factors, they will be highlighted as red links, the player can click on it for more details. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Costs&amp;quot; section lists everything the player is paying for. Food, luxurious spending, salaries, and taxes/maintenance are all included, as well as any money the player losing from a &amp;quot;bandit scourge.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
The player&#039;s home has limited food storage. If he exceeds the limit, his food disappears from inventory at a 5% rate per day. For example: If he has beyond 1500 food, which exceeds the starting limit, multiply that by .05, the player will lose 75 food.&lt;br /&gt;
&lt;br /&gt;
The player&#039;s default storage limit is 1,500 which can be increased to 7,500 when the player constructs the Food Silo for $1,500 from his house menu: Facilities &amp;gt; Crafting &amp;gt; Manage [[Modules]].&lt;br /&gt;
&lt;br /&gt;
The player can acquire some food each day if you upgrade the player&#039;s garden (3 levels: +2/+5/+8 food). &lt;br /&gt;
&lt;br /&gt;
The player can assign a single slave to assignment &#039;[[Assignments and Jobs#Garden Duty|Garden Duty]]&#039; for possibly increase food yield for the player&#039;s home garden based on their [[Skills (NPCs)#Gardening|Gardening]] skill:&lt;br /&gt;
*Gardening 1-25: +0% income.&lt;br /&gt;
*Gardening 26-50: +25% income.&lt;br /&gt;
*Gardening 51-74: +50% income.&lt;br /&gt;
*Gardening 75-129: +100% income.&lt;br /&gt;
*Gardening 130: +200% income.&lt;br /&gt;
&lt;br /&gt;
Assigning Mai-Lynn to the player&#039;s fully upgraded [[Garden]] will now provide him with an additional 2 rations per day. She&#039;ll also use gardening tools more efficiently.&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Revital&amp;diff=10876</id>
		<title>Revital</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Revital&amp;diff=10876"/>
		<updated>2026-05-19T19:20:20Z</updated>

		<summary type="html">&lt;p&gt;AlexD: /* Availability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Revital New.png|alt=Revital|thumb|Revital]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
A 23rd-century [[Nanites|nanite]]-tech phenomenon that slows down aging by 99.99%. Each dose affects the user&#039;s T-cells for one year.&lt;br /&gt;
&lt;br /&gt;
===Availability===&lt;br /&gt;
Due to its nature, the MC can only buy it at the [[Transit Department]]. Which will cost him:&lt;br /&gt;
*$16,000 for 5 doses&lt;br /&gt;
*1,500 Influence (for 5 doses)&lt;br /&gt;
&lt;br /&gt;
Revital is a limited resource, so may increase its price over time.&lt;br /&gt;
&lt;br /&gt;
=== How to administer ===&lt;br /&gt;
Inventory &amp;gt; Accessories &amp;gt; Apply Revital.&lt;br /&gt;
&lt;br /&gt;
Most NPCs won&#039;t want to receive the drug though, so unless they are [[NPC Status (detailed)#Slaves|slaves]] or [[NPC Status (detailed)#Convicts|convicts]] they may refuse it, unless their [[Attributes (NPCs)#Affection|Affection]] is very high. Some may never be persuadable under any conditions though, including most [[NPC Status (detailed)#Paragons|Paragons]].&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;br /&gt;
Updated for game version: MoR 0.8.5(A11)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
Back to [[Encyclopædia Raanica#Drugs|Drugs]].&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Elixir_of_Lesano&amp;diff=10875</id>
		<title>Elixir of Lesano</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Elixir_of_Lesano&amp;diff=10875"/>
		<updated>2026-05-19T19:14:58Z</updated>

		<summary type="html">&lt;p&gt;AlexD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Overview ===&lt;br /&gt;
A vial of potion in vogue with the cultists of [[Cult of The Yellow Queen|The Yellow Queen]]; it turns those drinking it into depraved sex addicts, and maybe more.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
* [[Corruption]] +30 (cap: 100)&lt;br /&gt;
* [[Attributes (NPCs)#Taint|Taint]] +8 (cap for application: 65)&lt;br /&gt;
* Instantly makes the recipient unconscious ([[Attributes (NPCs)#Stamina Points|Stamina]] points reduced to 0).&lt;br /&gt;
&lt;br /&gt;
=== Acquisition ===&lt;br /&gt;
Acquired via the [[The Secret Garden|Secret Garden]] Bookstore questline.&lt;br /&gt;
&lt;br /&gt;
=== How to administer ===&lt;br /&gt;
Inventory &amp;gt; Accessories &amp;gt; Apply Elixir of Lesano.&lt;br /&gt;
&lt;br /&gt;
Most NPCs won&#039;t want to receive the drug though, so unless they are [[NPC Status (detailed)#Slaves|slaves]] or [[NPC Status (detailed)#Convicts|convicts]] they may refuse it, unless their [[Attributes (NPCs)#Affection|Affection]] is very high. Some may never be persuadable under any conditions though, including most [[NPC Status (detailed)#Paragons|Paragons]].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Though slave masters might like the fact that the permanent personality changes wrought by these potent drug cocktails make those forced, coerced or tricked into drinking them, compliant with - even desperate for - perverted sex acts (i.e. the &#039;&#039;&#039;Corruption&#039;&#039;&#039; increase), a master who cares for his slaves might have second thoughts. Because the &#039;&#039;&#039;Taint&#039;&#039;&#039; incurred at the same time brings changes too - most of which are unpleasant for the imbiber, and maybe also for their master: memory is eroded (&#039;&#039;&#039;Academics&#039;&#039;&#039; and &#039;&#039;&#039;Science&#039;&#039;&#039; losses), the mind is clouded and personality lost (&#039;&#039;&#039;Intelligence&#039;&#039;&#039; and &#039;&#039;&#039;Charisma&#039;&#039;&#039; reductions), and physical appearance becomes less vital and alive (&#039;&#039;&#039;Beauty&#039;&#039;&#039; loss) - even as the imbiber becomes stronger and more fierce (&#039;&#039;&#039;Strength&#039;&#039;&#039; and &#039;&#039;&#039;Melee&#039;&#039;&#039; gains; &#039;&#039;&#039;Kindness&#039;&#039;&#039; loss). These changes are not big enough to have game effects except when they pass certain threshold levels (at [[Attributes (NPCs)#Taint|Taint]] &#039;&#039;&#039;24&#039;&#039;&#039;, &#039;&#039;&#039;34&#039;&#039;&#039;, and &#039;&#039;&#039;54&#039;&#039;&#039;) - at which point they make their effects obvious, and also become permanent. So the effect of each potion is approximately a couple of points change to each affected attribute, on average, though this only takes game effect via Taint thresholds. Except in the possible case of Yellow Queen devotees, people in possession of full knowledge of the effects of these potions are not at all likely to want to drink one, and members of the general public would view distribution of these potions as unethical and in no way a &amp;quot;good&amp;quot; act, unless deeply corrupted themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;br /&gt;
Updated for game version: MoR 0.8.5(A11)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
Back to [[Encyclopædia Raanica#Drugs|Drugs]].&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Neuraclean&amp;diff=10874</id>
		<title>Neuraclean</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Neuraclean&amp;diff=10874"/>
		<updated>2026-05-19T19:03:17Z</updated>

		<summary type="html">&lt;p&gt;AlexD: /* Linking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Neuraclean.png|thumb|alt=A bottle of Neuraclean.|A bottle of Neuraclean.]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Neuraclean™ was a pre-severance psychiatric drug developed to permanently cure schizophrenia and severe bipolar disorders. It was banned in 2280 as its effects turned out to be broader than intended. If ingested, NeuraClean immediately removes &#039;&#039;&#039;all&#039;&#039;&#039; non-physical Traits.&lt;br /&gt;
&lt;br /&gt;
===How to obtain===&lt;br /&gt;
Due to its banned nature, the player can only buy it at the [[Transit Department]]. Which will cost him:&lt;br /&gt;
*$9,000&lt;br /&gt;
*1,200 Influence&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
Using Neuraclean on an NPC reduces their Happiness (by -5 points), and removes the following Traits:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[Traits_(NPCs)#Activist|Activist]]&lt;br /&gt;
|[[Traits_(NPCs)#Materialistic|Materialistic]]&lt;br /&gt;
|[[Traits_(NPCs)#Sloppy|Sloppy]] / [[Traits_(NPCs)#Perfectionist|Perfectionist]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits_(NPCs)#Advocate|Advocate]]&lt;br /&gt;
|[[Traits_(NPCs)#Nerd|Nerd]]&lt;br /&gt;
|[[Traits_(NPCs)#Starlet|Starlet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits_(NPCs)#Attention-whore|Attention-whore]]&lt;br /&gt;
|[[Traits_(NPCs)#Nymphomaniac|Nymphomaniac]]&lt;br /&gt;
|[[Traits_(NPCs)#Submissive|Submissive]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits_(NPCs)#Bratty|Bratty]]&lt;br /&gt;
|[[Traits_(NPCs)#Oral fixation|Oral fixation]]&lt;br /&gt;
|[[Traits_(NPCs)#Superficial|Superficial]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits_(NPCs)#Daddy issues|Daddy issues]]&lt;br /&gt;
|[[Traits (NPCs)#Pacifist|Pacifist]] / [[Traits_(NPCs)#Bloodthirsty|Bloodthirsty]]&lt;br /&gt;
|[[Traits_(NPCs)#Sweet-Tooth|Sweet Tooth]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits_(NPCs)#Dominant|Dominant]]&lt;br /&gt;
|[[Traits_(NPCs)#Perverted|Perverted]]&lt;br /&gt;
|[[Traits_(NPCs)#Techie|Techie]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits_(NPCs)#Feminist|Feminist]]&lt;br /&gt;
|[[Traits_(NPCs)#Pure|Pure]] / [[Traits (NPCs)#Malevolent|Malevolent]]&lt;br /&gt;
|[[Traits_(NPCs)#Vanilla|Vanilla]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits_(NPCs)#Frigid|Frigid]]&lt;br /&gt;
|[[Traits_(NPCs)#Shamefast|Shamefast]]&lt;br /&gt;
|[[Traits_(NPCs)#Wild-Born|Wild-Born]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits_(NPCs)#Jaded|Jaded]]&lt;br /&gt;
|[[Traits (NPCs)#Shy|Shy]] / [[Traits_(NPCs)#Extroverted|Extroverted]]&lt;br /&gt;
|[[Traits_(NPCs)#Workaholic|Workaholic]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Traits (NPCs)#Jester|Jester]]&lt;br /&gt;
|[[Traits_(NPCs)#Size queen|Size queen]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== How to administer ===&lt;br /&gt;
Inventory &amp;gt; Accessories &amp;gt; Apply Neuraclean.&lt;br /&gt;
&lt;br /&gt;
Most NPCs won&#039;t want to receive the drug though, so unless they are [[NPC Status (detailed)#Slaves|slaves]] or [[NPC Status (detailed)#Convicts|convicts]] they may refuse it, unless their [[Attributes (NPCs)#Affection|Affection]] is very high. Some may never be persuadable under any conditions though, including most [[NPC Status (detailed)#Paragons|Paragons]].&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;br /&gt;
Updated for game version: MoR 0.8.5(A11)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
Back to [[Encyclopædia Raanica#Drugs|Drugs]].&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
	<entry>
		<id>https://www.mastersofraana.com/index.php?title=Revital&amp;diff=10873</id>
		<title>Revital</title>
		<link rel="alternate" type="text/html" href="https://www.mastersofraana.com/index.php?title=Revital&amp;diff=10873"/>
		<updated>2026-05-19T18:45:41Z</updated>

		<summary type="html">&lt;p&gt;AlexD: /* Linking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Revital New.png|alt=Revital|thumb|Revital]]&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
A 23rd-century [[Nanites|nanite]]-tech phenomenon that slows down aging by 99.99%. Each dose affects the user&#039;s T-cells for one year.&lt;br /&gt;
&lt;br /&gt;
===Availability===&lt;br /&gt;
Due to its nature, the player can only buy it, in a batch of 5, at the [[Transit Department]]. Which will cost him:&lt;br /&gt;
*$16,000&lt;br /&gt;
*1,500 Influence&lt;br /&gt;
&lt;br /&gt;
Revital is a limited resource, however, which will increase its price over time.&lt;br /&gt;
&lt;br /&gt;
=== How to administer ===&lt;br /&gt;
Inventory &amp;gt; Accessories &amp;gt; Apply Revital.&lt;br /&gt;
&lt;br /&gt;
Most NPCs won&#039;t want to receive the drug though, so unless they are [[NPC Status (detailed)#Slaves|slaves]] or [[NPC Status (detailed)#Convicts|convicts]] they may refuse it, unless their [[Attributes (NPCs)#Affection|Affection]] is very high. Some may never be persuadable under any conditions though, including most [[NPC Status (detailed)#Paragons|Paragons]].&lt;br /&gt;
&lt;br /&gt;
== Source: ==&lt;br /&gt;
Updated for game version: MoR 0.8.5(A11)&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
Back to [[Encyclopædia Raanica#Drugs|Drugs]].&lt;/div&gt;</summary>
		<author><name>AlexD</name></author>
	</entry>
</feed>