Getting started (old): Difference between revisions
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So, take care of your girls! | So, take care of your girls! | ||
Finally, defeated mercenaries will perish at the end of the combat encounter. You will not be able to heal them if they lose all of their health during a fight and fall. | Finally, defeated mercenaries will perish at the end of the combat encounter. You will not be able to heal them if they lose all of their health during a fight and fall. As of the 7.7 update, all mercs except for a few are unique and therefore will be permanently removed from the game if they are killed in battle. So, make sure to protect/heal your favorite mercs! Mercs that will respawn after death are the following: | ||
* Peasant rifleman in Redhaven district by the Market. | |||
* Swordsman at the Warrior Hall in Watery Eyes district. | |||
* Rifleman at the Warrior Hall in Watery Eyes district. | |||
==The Importance of Starting Traits== | ==The Importance of Starting Traits== |
Revision as of 06:57, 9 March 2022
Walking into the vast realm of Masters of Raana might be a bit confusing. Unlike other games you may have played, Masters of Raana is as open-world as GrimDark (the independent solo developer of the game) can make it. There are no forced paths, no artificial choices that have no actual influence on gameplay, no "rails", so to speak. You're free to do anything you want, and there are very few guiding hands except the scribbles in your worn paper journal as your guide. This can be disconcerting to the average player, so this section of the wiki seeks to provide you with a few tips to gently nudge you along. Some tips and tricks, so to speak.
Selecting a Playstyle
So, which class did you pick in character creation? What's that, you say? You weren't able to pick a class when starting out??!?! That's right, because there are no classes in Masters of Raana!
Keep in mind that you are not restricted to a specific class or style of play. You may play in whatever way you choose and alter your style at any moment. You may even blend playstyles with no penalty other than the amount of time spent on improving any skill or attribute. This means you may work as a professor during the day and roam the streets at night, battling criminals and other gangs as you like. Alternatively, you may take on bounties during the day and teach your slaves at night. You can do whatever you want, whenever you want, and however you want.
There are, in fact, five broad groups of playstyles. They are as follows:
- Criminal (Example: investing in criminal enterprises, gambling, theft)
- Combat (Example: bounties, combat quests, defeating general combatants on the map)
- Academic (Example: Getting a job at the Academy teaching as a Professor)
- Survival (Not much in this category except for fishing. Still a work in progress)
- Slave Management (Example: training slaves in different areas, placing them at jobs across the city, or selling them)
You can also just get a job at the factory and work as a regular citizen of Ikaanos, if you wish. And every evening after your shift, head to a tavern and enjoy some drink and entertainment and socialization. Or spend some time with a lovely girl for the night.
Player/Slave/Merc Death
There is currently no mechanism for the player character to die in the game. This is done by design. According to GrimDark, permanent death forces players to rely on save-scumming and is not an enjoyable gaming experience. As a result, if you are defeated in a fight, your stats will suffer a minor penalty. Stats that are lost in this way can be quickly restored by increasing them during training or through other means.
Slaves are likewise subject to this rule. Slaves who are defeated in combat do not die, but instead get a stat point penalty. These losses, like the player character's, can be regained by training and other means.
This rule, however, has an exception for slaves. Slaves can die if their health is ignored and they reach -30 health. This can happen in a variety of ways. If a critically injured slave is not healed over time, she will die. Leaving a slave bound for a few days will almost certainly result in her death.
So, take care of your girls!
Finally, defeated mercenaries will perish at the end of the combat encounter. You will not be able to heal them if they lose all of their health during a fight and fall. As of the 7.7 update, all mercs except for a few are unique and therefore will be permanently removed from the game if they are killed in battle. So, make sure to protect/heal your favorite mercs! Mercs that will respawn after death are the following:
- Peasant rifleman in Redhaven district by the Market.
- Swordsman at the Warrior Hall in Watery Eyes district.
- Rifleman at the Warrior Hall in Watery Eyes district.
The Importance of Starting Traits
Most players would agree that choosing the Wealthy trait is a fantastic choice if you want to start out comfortably without having to search for a job straight away. It also provides you with enough money to buy your first slave from Kymanto.
Do you want to be a more ranged combat-oriented player? The Pistoleer trait grants you a massive +25 skillpoint bonus in ranged combat (although only for pistols and revolvers). Alternatively, the Sharpshooter trait will grant you a +15 skillpoint boost with any ranged weapon, and you will start with a rifle. Rifles aren't cheap, especially for a newcomer.
The Healing Implant trait is helpful for avoiding the expense of constantly utilizing Tendstims after battle, especially if you're just starting out. However, bear in mind that during the mid-to late game, the cost of restocking your Tendstims will be negligible. That being said, if you don't spend a lot of time fighting and want to focus on non-combat pursuits, this is an excellent pick.
Following the Main Quest
The Kymanto Syndicate quest line is currently regarded as the game's primary quest. As you go through it, you will gain influence and prestige within the Syndicate, as well as money. More significantly, it will grant you access to several tiers of unique slaves for purchase. Each slave has a distinct background and can even provide you with specific benefits if their affection for you is strong enough.
Please keep in mind, however, that you DO NOT HAVE TO COMPLETE THE FIRST QUEST IN THE SERIES RIGHT AWAY. It might be difficult for a newcomer to the game. While the initial part of the quest cannot be failed, it has two different endings. Many new players may feel compelled to start this quest chain straight away because it is the first one assigned to them. This is not accurate. This game is as open-world as they come. There are no short-term timers on any of the quests in the game.
So don't feel pressured to start it right away!
Getting your First Slave
Following in your brother's footsteps will ultimately bring you to the Kymanto Syndicate. This organization offers six available slaves that you may buy, train, and interact with. You may acquire Lovisa, Amelia, and Rebecca straight away, but access to Tier 2 slaves requires you to complete the first two Kymanto tasks.
Juno, who is found at a POI (Point of Interest) in the Stokke Hills area, is the easiest slave to get right away. There is an Old House with a young girl right outside when you arrive. You can immediately add her to your home if you speak with her.
Examine her stats when you have the opportunity to learn how to communicate with, train, and handle her.