Jobs and Money

From MoR-Wiki
Jump to navigation Jump to search


There are many ways to earn money and gain influence in Masters of Raana, apart from being a slave handler.


The Academy

You can teach classes at the Academy if your Science or Academic skills are high enough (75+).

More info soon!

+ Influence | ++ Money | - Risk | +++ Skill-Requirements | ++ Money-Requirements

The Assembly Plant

You can check if there's any available work at the Westside Assembly Plant each morning. You must speak to the foreman before the shift starts at 9.30 a.m.

Assembly work is exhausting, but it pays well enough for you and at least one slave to eat, sleep, and pay taxes. There are four possible assignments at W.A.P:

  • The Great Assembly Line ($35/day) - low risk, normal theft chance. Social actions available.
  • Chemical Processing Plant ($120/day) - high risk, no theft chance. No social actions available.
  • Munitions line ($35/day) - medium risk, normal theft chance. Social actions available.
  • The concrete factory ($35/day) - medium risk, no theft chance. No social actions available.

Permanent injuries, scarring (Charm loss), chemical burns, and significant Stamina point decreases are all possible risks.

- Influence | + Money | - Risk | - Skill-Requirements | - Money-Requirements

Fighting local Criminals

It is initially very expensive, but if done properly, it can produce a significant income.

To begin, it is critical to understand that the Player will not perish during combat. You may be mortally injured, but Raana is quite forgiving in this circumstance. You can retry and recover. (See: TendStim)

You must plan your fighting career carefully. If you wish to survive the initial battles, you're going to need some decent weaponry and armor. And don't forget: if you lose, your enemy will loot you, taking some of your equipment and money.

You can enlist Mercenaries at various sites around Raana to assist you in battle. (See: Mercenaries.)

Additionally, you have the option of arming and armoring your two active slave girls. As a result, they are capable of assisting in combat as well.

Remember to select them as an active follower!

++ Influence | +++ Money | ++ Risk | +++ Skill-Requirements | +++ Money-Requirements

Train and sell Slaves

You can obtain certain slaves for free in Raana or purchase them at Kymanto for varying amounts of money.

Develop these girls' obedience and useful skills. Then submit them to the Town Hall for testing and sell them if you believe the price is reasonable for the amount of time and effort you have invested in them. Excellent prices start at $15.000. If you want more, you must up the girl's abilities a few notches. We've heard rumors about the top girls garnering $18,000.

+ Influence | + Money | - Risk | + Skill-Requirements | ++ Money-Requirements

Slave Jobs

You can train slaves to work various jobs (or assign them to a job that does not require training) to produce a steady income. see Assignments and Jobs

Investments

You can invest in various businesses to generate a passive income. Some investments will require mini quests to unlock or improve, some investments carry drawbacks as well.

Abbot Roo's General Store (Redhaven)

  • Required investment: $75,000
  • Income: $350/day
  • Influence: +8/day
  • Risks: Minimal

Abbot: Your... donation enables me to open up a branch in the Swedetown-Raikan district from which you'll receive a substantial part of the profit.

Walton's Smithery (Redhaven)

  • Required investment: $200,000
  • Income: $750/day
  • Influence: +12/day
  • Risks: None

You have the possibility to provide Mr. Walton with enough cash to hire a 75-man strong army that'll guard his trade caravans and fight off bandit attacks.

Fälth brother's (Watery Eyes)

  • Required investment: $1,500
  • Income: $25/day
  • Drawback: all slaves lose 1% affection per day if their disposition is "Friendly" or higher.
  • Risks: Minimal

Ikaanos' German caravaneer's guild (Kasey's Park)

  • Required investment: $1,600 (per wagon)
  • Income: $10/day (per wagon) upgrades to $20/day when raiders cleared out.
  • Max Wagons: 3, you can purchase this investment 3 times.
  • Unlock Condition: Finish the Quest Taking Down the Hulk
  • Upgrade Condition: Completely clear out the swap raiders in Preacher's Pond to double returns. This can be done before or after you invested
  • Risks: Minimal

Note: the swamp raiders provide very poor loot when killed. So it might be worth your time to instead hunt more profitable bandits (who respawn) while letting the walker's clear out the swamp bandits for you.

The Walker Farm

  • Required investment: $1,600
  • Risks: None
  • Automatically over time kill the swamp raiders who are attacking the Ikaanos' German caravaneer's guild for you. Which increases your profit from that investment.

Gero Falkenstein (Kasey's Park)

  • Required investment: $900
  • Income: $50/day
  • Risks: High!

You can lend Gero Falkenstein money to invest in goods that'll bring enough income to provide you and the Skyguard sheriff with a satisfying trickle of gold.

Note: There's a daily 1% chance that a governing power will terminate Gero's business, including your income. Slaves with Business Trait lowers this risk to 0.5%.

Felton Gang (Stokke Hills)

  • Required investment: $800
  • Income: $10/day
  • Drawback: influence -2/day
  • Risks: Minimal

The Felton Gang. A herd of low-life scum that are more notorious for their bad bootleg alcohol than the robbery and murders they perform on a weekly basis in these neighborhoods.