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eggmqster

Newbie
Sep 30, 2021
34
48
anyone know how to make it so i can get any trait, without other traits locking them? (ex. getting mana knowledge with tough)
 

MarinaAce

Member
Oct 10, 2020
103
110
Been a while since I have been back here as I am finishing up on Degrees of Lewdity, CoC II, Liliths, and a few others. May I ask if we are now able to retake Lona's hometown or romance with my favorite femboy doctor?

May I please know if anyone has a new Meta since I will still be using my stealth/trapper tactics?
 

HerrLeutnant

Member
Sep 17, 2020
240
212
YOO! I just realized something, LonaRPG and Sinisistar are similar in terms of the fucked-up and grim dark lore and atmosphere. Thought I would say Sinisistar conveys it's gruesomeness upon defeat better, since you can have your head literally on a spike upon defeat by a big butcher dude.

Been a while since I have been back here as I am finishing up on Degrees of Lewdity, CoC II, Liliths, and a few others. May I ask if we are now able to retake Lona's hometown or romance with my favorite femboy doctor?

May I please know if anyone has a new Meta since I will still be using my stealth/trapper tactics?
Besides the quests for Elise (Femboy gynecologist), I don't think you can date he- I mean, him. Reading his journal, I can safely say the guy is off his bloody rocker, if it wasn't clear before.
I'm afraid to even imagine what the mental case would do as a honeymoon present. o_O

But hey, maybe in the future updates? Call me weird, but I unironically would date Mary-mee in-game, the blonde cook woman in the Burning Keg tavern.
 
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bosibocimu

New Member
Aug 7, 2022
7
2
anyone know how to make it so i can get any trait, without other traits locking them? (ex. getting mana knowledge with tough)
You either cheat them in: guide.
Or edit /Data/Scripts/Editables/92_Game_Actor_Traits.rb. Lines from 9 to 21 explain what the numbers mean.
ManaKnowledge trait is at line 206. Comment (put a # sign in front of) lines 208 and 212 to be able to pick Mana Knowledge together with the Tough trait. I'm pretty sure it will be easy to figure out how everything works and how to make the edits yourself once you take a look at that file.
 
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Reactions: eggmqster
Aug 11, 2021
227
398
Okay, so I was a bit confused about the timestamps and file changes this time around. Turns out they reused some of my translations so I had to recheck all files. Plus they still have the "/Mail" files in the "/ENG/" directory. And they all got a fresh MTL do-over this time... I am confused by that as well. The files in "/Mail" are the proper ones and the ones used by the game.

Anyhow. I just saw the 0.7.1.6 got uploaded but I don't have time for it right now. There is a new side quest involving a child. But in the mean time you can use 0.7.1.5. Just don't talk to the kid just yet or the game will complain about missing text. As I uploaded the 0.7.1.5 before I saw this new release.

Grab it while it's hot: https://f95zone.to/threads/lonarpg-v0-6-8-2-1-beta-eccma417.49993/post-8050669

Edit: So, I saw the new Cloud Village map and the MTL translation is all over the place. I had to fix at least the names. I also fixed the names in the dialouge for the new side quest outside Noer but not the dialouge it self yet. So that release is now 0.7.1.6.

I'll try to manage the kids dialouge later.

Edit: So, I finshed translating the kids dialouge. But it only loops around. You can't actually start his quest. In the file (TagMapNoerRelayOut.txt) there is a commented quest board but it seems like it's not finished yet. I guess you can go to the village and then to the kid, but I haven't done that yet. Anyway, all text is done now. In all files.
 
Last edited:

Setcheck64

Member
Jun 1, 2019
136
211
For the hitchhiker trait, what does "Increase Will" mean? Did we ever have a Will stat?
There is a will stat, but it's not really shown to the player. Primarily it is used to resist addictions and provide a delay before you shit/piss yourself as someone who plays non-tough Lona will experience.... A lot. Though that being said WIS also increases will by +10 per point so mana focused Lona should be alright too. I suppose the purpose of it is for the ninja and whore Lona's to easily become drug/sex addicts(although the Whore of Babylon trait will raise her will to be even higher than tough Lona, leaving ninja Lona to be the most likely one to spiral into addictions). In addition obtaining addiction levels decreases your will further, leading into a spiral where a Lona who took a little too much blue potion easily craves cocks pounding all of her holes and wants to guzzle every drop of jizz.
 

eggmqster

Newbie
Sep 30, 2021
34
48
You either cheat them in: guide.
Or edit /Data/Scripts/Editables/92_Game_Actor_Traits.rb. Lines from 9 to 21 explain what the numbers mean.
ManaKnowledge trait is at line 206. Comment (put a # sign in front of) lines 208 and 212 to be able to pick Mana Knowledge together with the Tough trait. I'm pretty sure it will be easy to figure out how everything works and how to make the edits yourself once you take a look at that file.
tysm, this also solved another problem i had that i was just going to ignore
 

eggmqster

Newbie
Sep 30, 2021
34
48
keywords: unblocked , how to get all traits, how to unlock all traits, get all traits, tough and mana knowledge, multiple traits, many traits, help traits
Unblocked Traits "Mod"

I wouldn't exactly say this is a mod since it took a few minutes to make, but I guess it technically is. Here's for you lazy people out there (like i would be if this already existed)

This lets you get any trait without other traits blocking it, so you can get every single trait at the same time. Simple as that.
(Having multiple personality traits MAY cause some jank. Haven't tested it out, but I tried and failed to make it so you couldn't have multiple and it didn't work. Just be aware of that)

Simply replace ALL the text in the file at LonaRPG/Data/Scripts/Editables/92_Game_Actor_Traits.rb with this:
Code:
class Game_Actor < Game_Battler


    def basic_traits



        #    when 0 #can pick
        #        spr.blend_type = 0
        #        spr.opacity = 255
        #    when 1 #not fit, need more
        #        spr.blend_type = 0
        #        spr.opacity = 128
        #    when 2 #not allowed
        #        spr.blend_type = 2
        #        spr.opacity =50
        #    when 3 #already picked
        #        spr.blend_type = 1
        #        spr.opacity = 255
        #    when 4 #not fit, but closed, need more
        #        spr.blend_type = 0
        #        spr.opacity = 128

        [
            [25,64,self.combat_trait,            123],
            [33,63,self.scoutcraft_trait,        122],
            [41,62,self.wisdom_trait,            121],
            [40,61,self.survival_trait,            120],
            [48,60,self.constitution_trait,        119]
        ]         

    end
    
    def gift_traits
        #[]other traits # 200 = nil
        [
        200,116,200,200,117,200,200,115,200,
        200,200,200,141,200,200,200,131,129,
        200,200,125,200,200,200,200,200,200,
        135,130,134,137,132,142,145,133,138,
        200,200,200,200,127,200,200,200,200,
        200,200,200,200,200,200,200,200,200,
        200,143,200,200,140,200,200,126,200,
        200,200,200,200,200,200,146,200,200,
        200,128,200,200,200,144,200,139,200
        ]
    end
    
    def basic_trait_addable?(tmpVal)
        99 >= tmpVal
    end
    
    #state
    #current_selected =>[selected_gift_trait_id,selected_gift_trait_id,selected_gift_trait_id,selected_gift_trait_id,selected_gift_trait_id]
    def gift_trait_addable?(trait_id,current_selected)
        case trait_id
            when 115;        return trait_Nymph_addable?(current_selected);#true: can add / false: cannot add
            when 116;        return trait_IronWill_addable?(current_selected);
            when 117;        return trait_WeakSoul_addable?(current_selected);
            
            when 125;        return trait_bloodlust_addable?(current_selected);
            when 126;        return trait_masochist_addable?(current_selected);
            when 127;        return trait_cannibal_addable?(current_selected);
            when 128;        return trait_BloodyMess_addable?(current_selected);
            when 129;        return trait_exhibitionism_addable?(current_selected);
            when 130;        return trait_HunterTraining_addable?(current_selected);
            when 131;        return trait_prostitute_addable?(current_selected);
            when 132;        return trait_omnivore_addable?(current_selected);
            when 133;        return trait_semengulper_addable?(current_selected);
            when 134;        return trait_ManaKnowledge_addable?(current_selected);
            when 135;        return trait_WeaponryKnowledge_addable?(current_selected);
            #when 136;        return trait_Alchemy_addable?(current_selected);
            when 137;        return trait_ImproveThrowRock_addable?(current_selected);
            when 138;        return trait_Succubus_addable?(current_selected);
            when 139;        return trait_Lilith_addable?(current_selected);
            when 140;        return trait_Hitchhiker_addable?(current_selected);
            when 141;        return trait_Pessimist_addable?(current_selected);
            when 142;        return trait_IntoShadow_addable?(current_selected);
            when 143;        return trait_TrapImprove_addable?(current_selected);
            when 144;        return trait_ShadowMaster_addable?(current_selected);
            when 145;        return trait_NunKnowledge_addable?(current_selected);
            when 146;        return trait_SaintFieldSupporter_addable?(current_selected);
            else raise "what are you doing"
        end
    end
    
    ###  1 can take, but not yet,    2 blocked by trait      0 can take
    def trait_Nymph_addable?(current_selected) #115
        return 2 if current_selected.include?(116) #trait_Nymph_addable
        return 2 if current_selected.include?(117) #trait_WeakSoul_addable
        #return 2 if current_selected.include?(134) #trait_ManaKnowledge_addable
        #return 2 if current_selected.include?(135) #trait_WeaponryKnowledge_addable
        #return 2 if state_stack(116) == 1 #trait_IronWill_addable
        #return 2 if state_stack(117) == 1 #trait_WeakSoul_addable
        #return 2 if state_stack(134) == 1 #trait_ManaKnowledge_addable
        #return 2 if state_stack(135) == 1 #trait_WeaponryKnowledge_addable
        return 3 if state_stack(115) == 1 #self
        return 0
    end
    
    def trait_IronWill_addable?(current_selected) #116
        return 2 if current_selected.include?(115) #trait_Nymph_addable
        return 2 if current_selected.include?(117) #WeakSoul
        #return 2 if current_selected.include?(132) #trait_omnivore_addable
        #return 2 if current_selected.include?(133) #trait_semengulper_addable
        #return 2 if current_selected.include?(134) #trait_ManaKnowledge_addablege
        #return 2 if current_selected.include?(138) #Succubus
        #return 2 if current_selected.include?(139) #Lilith
        #return 2 if state_stack(115) == 1 #trait_Nymph_addable
        #return 2 if state_stack(117) == 1 #WeakSoul
        #return 2 if state_stack(132) == 1 #trait_omnivore_addable
        #return 2 if state_stack(133) == 1 #trait_semengulper_addable
        #return 2 if state_stack(134) == 1 #trait_ManaKnowledge_addable
        #return 2 if state_stack(138) == 1 #Succubus
        #return 2 if state_stack(139) == 1 #trait_Lilith_addable
        return 3 if state_stack(116) == 1 #self
        return 0
    end
    
    def trait_WeakSoul_addable?(current_selected) #117
        return 2 if current_selected.include?(115) #Nymph
        return 2 if current_selected.include?(116) #IronWill
        #return 2 if current_selected.include?(127) #cannibal
        #return 2 if current_selected.include?(135) #WeaponryKnowledge
        #return 2 if current_selected.include?(138) #Succubus
        #return 2 if current_selected.include?(125) #bloodlust
        #return 2 if state_stack(115) == 1 #Nymph
        #return 2 if state_stack(116) == 1 #IronWill
        #return 2 if state_stack(135) == 1 #WeaponryKnowledge
        #return 2 if state_stack(138) == 1 #Succubus
        #return 2 if state_stack(125) == 1 #bloodlust
        return 3 if state_stack(117) == 1 #self
        return 0
    end
    
    def trait_bloodlust_addable?(current_selected) #125 bloodlust
        #return 2 if current_selected.include?(145) #NunKnowledge
        #return 2 if current_selected.include?(117) #_WeakSoul
        #return 2 if state_stack(145) == 1 #NunKnowledge
        #return 2 if state_stack(117) == 1 #_WeakSoul
        return 3 if state_stack(125) == 1 #self
        return 1 if @level < 10
        return 0
    end

    def trait_masochist_addable?(current_selected) #126
        #return 2 if current_selected.include?(141) #Pessimist
        #return 2 if state_stack(141) == 1 #Pessimist
        return 3 if state_stack(126) == 1 #self
        return 1 if @level < 30
        return 0
    end

    def trait_cannibal_addable?(current_selected) #127
        #return 2 if current_selected.include?(145) #NunKnowledge
        #return 2 if current_selected.include?(117) #WeakSoul
        #return 2 if state_stack(145) == 1 #NunKnowledge
        #return 2 if state_stack(117) == 1 #WeakSoul
        return 3 if state_stack(127) == 1 #self
        return 1 if @level < 20
        return 0
    end
    
    
    def trait_BloodyMess_addable?(current_selected) #128
        return 3 if state_stack(128) == 1 #self
        return 1 if @level < 40
        return 0
    end
    
    def trait_exhibitionism_addable?(current_selected) #129
        return 3 if state_stack(129) == 1 #self
        return 1 if @level < 5
        return 0
    end
    
    def trait_HunterTraining_addable?(current_selected) #130
        return 3 if state_stack(130) == 1 #self
        return 1 if @level < 15
        return 0
    end

    def trait_prostitute_addable?(current_selected) #131
        return 3 if state_stack(131) == 1 #self
        return 1 if @level < 5
        return 0
    end
    
    def trait_omnivore_addable?(current_selected) #132
        #return 2 if current_selected.include?(116) #IronWill
        #return 2 if state_stack(116) == 1 #IronWill
        return 3 if state_stack(132) == 1 #self
        return 1 if @level < 15
        return 0
    end

    def trait_semengulper_addable?(current_selected) #133
        #return 2 if current_selected.include?(116) #IronWill
        #return 2 if state_stack(116) == 1 #IronWill
        return 3 if state_stack(133) == 1 #self
        return 1 if @level < 15
        return 0
    end

    def trait_ManaKnowledge_addable?(current_selected) #134
        #return 2 if current_selected.include?(115) #Nymph
        #return 2 if current_selected.include?(116) #IronWill
        #return 2 if current_selected.include?(145) #NunKnowledge
        #return 2 if state_stack(145) == 1 #NunKnowledge
        #return 2 if state_stack(115) == 1 #Nymph
        #return 2 if state_stack(116) == 1 #IronWill
        return 3 if state_stack(134) == 1 #self
        return 1 if @level < 15
        return 0
    end
    
    def trait_WeaponryKnowledge_addable?(current_selected) #135
        #return 2 if current_selected.include?(115) #Nymph
        #return 2 if current_selected.include?(117) #IronWill
        #return 2 if current_selected.include?(145) #NunKnowledge
        #return 2 if state_stack(145) == 1 #NunKnowledge
        #return 2 if state_stack(115) == 1 #Nymph
        #return 2 if state_stack(117) == 1 #IronWill
        return 3 if state_stack(135) == 1 #self
        return 1 if @level < 15
        return 0
    end
    
    def trait_NunKnowledge_addable?(current_selected) #145 #NunKnowledge
        #return 2 if current_selected.include?(134) #ManaKnowledge
        #return 2 if current_selected.include?(135) #WeaponryKnowledge
        #return 2 if current_selected.include?(127) #cannibal
        #return 2 if current_selected.include?(125) #bloodlust
        #return 2 if state_stack(134) == 1 #ManaKnowledge
        #return 2 if state_stack(135) == 1 #WeaponryKnowledge
        #return 2 if state_stack(127) == 1 #cannibal
        #return 2 if state_stack(125) == 1 #bloodlust
        return 3 if state_stack(145) == 1 #self
        return 1 if self.constitution_trait < 5 #CON
        return 1 if @level < 15
        return 0
    end
    def trait_SaintFieldSupporter_addable?(current_selected) #146 #SaintFieldSupporter
        #return 2 if current_selected.include?(134) #ManaKnowledge
        #return 2 if current_selected.include?(135) #WeaponryKnowledge
        #return 2 if current_selected.include?(127) #cannibal
        #return 2 if current_selected.include?(125) #bloodlust
        #return 2 if state_stack(134) == 1 #ManaKnowledge
        #return 2 if state_stack(135) == 1 #WeaponryKnowledge
        #return 2 if state_stack(127) == 1 #cannibal
        #return 2 if state_stack(125) == 1 #bloodlust
        return 3 if state_stack(146) == 1 #self
        return 4 if current_selected.include?(145)
        return 1 if state_stack(145) != 1 #NunKnowledge
        return 1 if self.constitution_trait < 10 #CON
        return 1 if @level < 35
        return 0
    end
    #def trait_Alchemy_addable?(current_selected) #136
    #    return 1 if self.survival_trait <10 #survival
    #    return 3 if state_stack(136) ==1 #self
    #    return 1 if @level < 10
    #    return 0
    #end
    
    def trait_ImproveThrowRock_addable?(current_selected) #137
        return 3 if state_stack(137) ==1 #self
        return 1 if @level < 15
        return 1 if self.scoutcraft_trait <10 #scoutcraft
        return 0
    end
    
    def trait_Succubus_addable?(current_selected) #138
        #return 2 if current_selected.include?(116) #ironwill
        #return 2 if current_selected.include?(117) #Weaksoul
        #return 2 if state_stack(116) == 1 #ironwill
        #return 2 if state_stack(117) == 1 #Weaksoul
        return 3 if state_stack(138) == 1 #self
        return 4 if (current_selected.include?(131) || current_selected.include?(115) ) && state_stack(115) != 1 && state_stack(131) != 1 
        return 1 if @level < 15
        return 1 if state_stack(131) != 1 && state_stack(115) != 1
        return 0
    end
    
    def trait_Lilith_addable?(current_selected) #139
        #return 2 if current_selected.include?(116) #ironwill
        #return 2 if state_stack(116) ==1 #ironwill
        return 3 if state_stack(139) == 1 #self
        return 4 if current_selected.include?(131)
        return 1 if state_stack(131) != 1 #prostitute        
        return 1 if @level < 40
        return 0
    end    
    
    def trait_Hitchhiker_addable?(current_selected) #140
        return 3 if state_stack(140) ==1 #self
        return 1 if @level < 30
        return 1 if self.survival_trait <15 #survival
        return 0
    end
    
    def trait_Pessimist_addable?(current_selected) #141
        #return 2 if current_selected.include?(126) #masochist
        #return 2 if state_stack(126) ==1 #masochist
        return 3 if state_stack(141) ==1 #self
        return 1 if @level < 5
        return 0
    end
    
    def trait_IntoShadow_addable?(current_selected) #142
        return 3 if state_stack(142) ==1 #self
        return 1 if @level < 15
        return 1 if self.scoutcraft_trait <10 #SCU
        return 0
    end
    
    def trait_ShadowMaster_addable?(current_selected) #144
        return 3 if state_stack(144) ==1 #self
        return 4 if current_selected.include?(142)
        return 1 if @level < 40
        return 1 if self.scoutcraft_trait <20 #SCU
        return 1 if state_stack(142) != 1 #IntoShadow
        return 0
    end
    
    def trait_TrapImprove_addable?(current_selected) #143
        return 3 if state_stack(143) ==1 #self
        return 4 if current_selected.include?(130)
        return 1 if @level < 30
        return 1 if self.survival_trait < 10 #survival
        return 1 if state_stack(130) != 1 #HunterTraining
        return 0
    end
end
 
Last edited:

eggmqster

Newbie
Sep 30, 2021
34
48
Guide keywords: Walkthrough, need help with quest, how to do quest, confused on what to do, earn money, stuck, what to do, main quest, side quest, too difficult, too hard, impossible, cheats, modify, cheat codes, easier, explanation, a guide written by yours truly

A (Unofficial) Guide To LonaRPG

To be continued soon, give it less than week (Nov 11 as of writing this)

If anyone has better methods/guides or any quests/jobs I missed please tell me and tag me in the comment (like this: "ZedTed") or reply to one of my comments/guide, I'll update the guide if applicable.

Recommended to read 'General Tips' if you are beginning the game and need help.

Useful links:
Teravisor's Mods and Code Guide
Latest LonaRPG English Translation

Guide Sections:
Quest Guide
One-Time (Story-Line, Mostly)
Noer
Pirate's Bane
Doom Fortress
Repeatable
Noer
Pirate's Bane
World Map
Job Guide
Cheats
General Tips
Misc [TBD]

Contributors to the Guide

Disclaimer: This guide was written using version 0.3.5.6.1. It will be updated using version 0.4.5.0 in the coming weeks.

Ratings: Horrendous (1/10), Awful (2/10), Bad (3/10), Poor (4/10), Debatable (5/10), Meh (6/10), Decent (7/10), Good (8/10), Great (9/10), Fantastic (10/10)

Quest Guide

One-Time (Story-Line, Mostly):

Noer:
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Pirate's Bane:
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Doom Fort:
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Repeatable:

Noer:
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Pirate's Bane:
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World Map:
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Job Guide [TBD]
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Cheats
Press 'F10' to enter the console and type the cheats in, copy/paste is not possible (replace 9999 with the value you desire).
Adding ' >z' to the end of the command allows you to input it multiple times, it will give an error sound but should work.
Here is a mod the adds a cheat menu.

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General Tips
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Misc [TBD]
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Contributors to the Guide
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Saw some things missing from the guide, so here's some stuff I found:

You don't need the Missing Daughter quest completed for the Orkind Research quest, It seems to just be time based not quite sure how long.

#145 is the Acolyte trait, and #146 is the The Low Priestess trait.
 
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eggmqster

Newbie
Sep 30, 2021
34
48
Wait where did the Dancer Clothes get Transfer to?
not exactly sure what you mean by dancer clothes, but the golden set has been renamed to the Sex Doll set and is purchasable at The Oriental Commerce now renamed The Golden Bar (the guarded area in the north part of Noer)
 

elchivo

Member
Dec 15, 2018
273
122
Saw some things missing from the guide, so here's some stuff I found:

You don't need the Missing Daughter quest completed for the Orkind Research quest, It seems to just be time based not quite sure how long.

#145 is the Acolyte trait, and #146 is the The Low Priestess trait.
The guide is super outdated, would be better to try and update the wiki.
 
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