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khumak

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Oct 2, 2017
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I lucked into buying those first and I agree, the workshop especially is such a boon I probably should fit it in before Duraplate, but maybe not Combat Armor as that's a money-maker in itself allowing you to take out higher level targets and making all cheaper as you won't have to spend nearly as much on tendstims.
It partly depends on which mercs you plan on taking IMO. Felix, Space Marine, and the new guy who's name I forget all come with Combat armor. So if you take weave armor for MC you won't need to tank the advanced tactics fights. Duraplate is better but it's more expensive in case you have competing priorities. I like to grab both Weave and Duraplate eventually anyway so I can switch back and forth a bit to spread the damage around so my quartermaster can fix it better.

What do you think about the new character creation system? I can't get past the first day as I always want to try another combination out. I figured out I can hold my nose (required as I have to take Body Odor!) and take enough negative attributes I can be an expert in a field on the 120 point Grimdark setting while taking only one that truly limits future development, but I've enjoyed playing around with the 280 point setting so much I think I'm going to play that way. I just can't decide which configuration I like best. I really want to try Hunter as I think I can game it with Loren that I'll have no difficulty with money and I'll have a decent combat build just from Hunting Expert, but I can't decide how to spend the rest....or decide I just must have little miss Adora Sanor from the get-go with all the goodies (her quest). I found a Combat Veteran to make the opening much easier, but then again I can manage without it and I have to fit the new guy into my merc teams and haven't figured out who I want to drop from my eventual 'A-Team.'

Doctor looks good too, especially if combined with Soldier. Slaver is another tough one to not want to get to the second level at least. I think Grim outdid himself on this new system, I can't stop playing with it. I may never strip, whip, and sodomize senseless another slavegirl as I'm still playing with the character creation system!
I like the new system overall but it really depends a lot on whether you're doing a rise from the ashes start, a normal start, or an enhanced start. With a rise start you pretty much have to pick some negative stuff if you want to have enough points to get much. If you do an enhanced start you can get almost all the good stuff. I'm still playing around with the enhanced starts for now just to see how stuff works.

The current expert perks are kind of an interesting choice. I think from a raw min/max power perspective the business expert is the best because of the combination of investment boost and workshop boost. From a story/RP perspective I like the slave trader better because it gets me another slave with a quest/backstory that ties in to MC's background. I won't make as much money as the business option but eventually you build up to enough that a little extra doesn't matter that much.

I think for a rise start I would definitely want both deadly strike and tough. I'm not sure what else I would pick since I'm not sure how many extra points I could scrounge up. I think Brainy is also a must have. Problem is with a rise start that might mean it's not possible to also get an expert class unless you take pretty much all the negative traits.
 
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Clemency

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Jan 21, 2024
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How many points do I start with in the character creation screen if I am making a new account? Or do each screen (Attributes, Skill Classes, and Traits) have their own points you can spend?

My shortlist right now is definitely
  • Brainy: -20
  • Debt: +15
  • Deadly Strike: -50
  • Disciplined: -30
  • Massive Load: 0
  • Teen Subduer: -20
Debt is not debilitating. Deadly strike scales harder then the rest and melee combat does not cost ammo. Massive load is free. Teen subduer to get an early headstart with Rebecca and Aria.
 
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Gunner Rey

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Aug 15, 2018
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It partly depends on which mercs you plan on taking IMO. Felix, Space Marine, and the new guy who's name I forget all come with Combat armor. So if you take weave armor for MC you won't need to tank the advanced tactics fights. Duraplate is better but it's more expensive in case you have competing priorities. I like to grab both Weave and Duraplate eventually anyway so I can switch back and forth a bit to spread the damage around so my quartermaster can fix it better.


I like the new system overall but it really depends a lot on whether you're doing a rise from the ashes start, a normal start, or an enhanced start. With a rise start you pretty much have to pick some negative stuff if you want to have enough points to get much. If you do an enhanced start you can get almost all the good stuff. I'm still playing around with the enhanced starts for now just to see how stuff works.
I didn't play around much with the MoR Enhanced as it seemed I could get whatever I wanted and still have points left over I had to spend on something I didn't really want/need.

With Rise from the Ashes I could get to an Expert Level, but needed to take pretty much all the negatives including at least one that limits you to a max of seventy which I really don't want to do for any stat.

The current expert perks are kind of an interesting choice. I think from a raw min/max power perspective the business expert is the best because of the combination of investment boost and workshop boost. From a story/RP perspective I like the slave trader better because it gets me another slave with a quest/backstory that ties in to MC's background. I won't make as much money as the business option but eventually you build up to enough that a little extra doesn't matter that much.
I was thinking Business Expert was kinda mediocre, what does 5% really amount to in the long run anyway? Eventually I'll have plenty of money anyway, I don't see me needing that extra 5%. The workshop bonus is a nice kicker, but again once I get there will I really need it?

I think for a rise start I would definitely want both deadly strike and tough. I'm not sure what else I would pick since I'm not sure how many extra points I could scrounge up. I think Brainy is also a must have. Problem is with a rise start that might mean it's not possible to also get an expert class unless you take pretty much all the negative traits.
I really don't like the idea of limiting my character to a max of 70 in any stat, so I wouldn't take any of those unless I absolutely had to. I do tend to think Deadly Strike is better than Crackshot as the latter has a negative in that you won't want to fire at anyone you wanted to capture, and Deadly Strike makes captures easier. It sounds like in the new system Brainy might not be as useful as all it will add is another one point or so per stat per book, I can live without that and I can manage if it takes me a little longer to finish a book. Tough looked nice at first, but is it really that big a deal to take 38 points instead of 40?
 
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Gunner Rey

Well-Known Member
Aug 15, 2018
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How many points do I start with in the character creation screen if I am making a new account? Or do each screen (Attributes, Skill Classes, and Traits) have their own points you can spend?

My shortlist right now is definitely
  • Brainy: -20
  • Debt: +15
  • Deadly Strike: -50
  • Disciplined: -30
  • Massive Load: 0
  • Teen Subduer: -20
Debt is not debilitating. Deadly strike scales harder then the rest and melee combat does not cost ammo. Massive load is free. Teen subduer to get an early headstart with Rebecca and Aria.
For a Rise from the Ashes you get 120 points, 280 for a normal one. I don't remember what it was for Enhanced outside I had trouble spending them all.

Each level of a profession (Doctor/Scholar/Hunter/Soldier/Businessman/Slaver costs 20 for level one, 60 more for level 2 and 120 extra for Expert level and only one can be expert. You can only pick in three catagories max.

I can live with the debt too, as well as Unlucky which I figure is probably just random damage/cash loss/stamina drain every fifty days or so. I don't like the idea of being Gluttonous but have managed to convince myself it doesn't mean I will get fat and will require me to work on Stamina more later on once I've gotten to the soft cap which I should do anyway to train my new girls in that stat anyway. I have figured that once you get the stables upgrade Limp won't hurt you and you can train that 5 points of dex back. I really don't want body odor as it gives me an 'Ick' feeling thinking about my character, but for some configurations I can convince myself I'll just shower more regularly and I usually do spend an inordinate amount of time at the Baths/Pool anyay. Still don't want that one though.
 
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khumak

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Oct 2, 2017
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I didn't play around much with the MoR Enhanced as it seemed I could get whatever I wanted and still have points left over I had to spend on something I didn't really want/need.

With Rise from the Ashes I could get to an Expert Level, but needed to take pretty much all the negatives including at least one that limits you to a max of seventy which I really don't want to do for any stat.
Yeah the enhanced start is definitely overpowered and gives you way more than you need. You get 750 and can still take disadvantages on top of that to get even more if you want.

I was thinking Business Expert was kinda mediocre, what does 5% really amount to in the long run anyway? Eventually I'll have plenty of money anyway, I don't see me needing that extra 5%. The workshop bonus is a nice kicker, but again once I get there will I really need it?
Well I'm thinking compared to the other expert perks. The stuff from soldier I can just buy. I already have 2 hunting sites so unless there's something special about the new one I'm not sure it provides much value unless I'm going to do a LOT of hunting. The academic thing I could see doing if I was going to be an atheist and wanted to RP a professor build or something but otherwise it seems like it's giving you a similar but lessor advantage to the business one. Doctor makes healing a bit easier but I can pump that up to 90 just using stabilize and doctor's kits anyway. So to me that leaves a choice between Business vs Slaver with Business giving me the most money and Slaver giving me an actual quest and some additional story background. So overall I like the slaver option better.

I really don't like the idea of limiting my character to a max of 70 in any stat, so I wouldn't take any of those unless I absolutely had to. I do tend to think Deadly Strike is better than Crackshot as the latter has a negative in that you won't want to fire at anyone you wanted to capture, and Deadly Strike makes captures easier. It sounds like in the new system Brainy might not be as useful as all it will add is another one point or so per stat per book, I can live without that and I can manage if it takes me a little longer to finish a book. Tough looked nice at first, but is it really that big a deal to take 38 points instead of 40?
Yeah I will have to play around with a normal or rise start a bit more before I decide which disadvantages I can live with and which ones I can't. I think Debt and Limp are the only 2 no brainers since you can completely counteract those 2. I agree about not really wanting a 70 pt stat cap on anything, but that's not as bad as pacifist.

As far as I know Tough is 8% so that could make a significant difference if you're in a tough fight where MC ends up tanking. There are instances with advanced tactics where MC tanks no matter what you do in my experience, even if he's using his fists. So 8% less damage per hit applied to multiple plasma shots and maybe even a cyber cannon is a big deal to me. For a rise start I think combat veteran might be your only choice for an expert perk if you also want deadly strike and tough, but I'm not sure on that. I guess if you take enough disadvantages you could maybe sqeeze in 1 or 2 levels of soldier and still get expert in something else but I think you'd probably have to take all of the 70 pt stat limits to do that.

I think the disadvantages I'd be most willing to live with for a rise start are debt, limp, near sighted, and unlucky. If I had to take more I could maybe convince myself into body odor,. Weak willed is the only stat cap I might consider but I would only take that if I had to. I think Gluttonous would annoy me since it drains your max stamina down to 49 I would have to train stamina literally forever to counteract it.
 
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khumak

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Oct 2, 2017
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Out of curiosity I just tried a rise start with the goal of taking both deadly strike and tough while also taking an expert class that was not soldier. It's possible but you have to take literally ALL of the disadvantages except pacifist and have 15 pts left over. Yikes. I think I would probably just go with a soldier build for a rise start. Technically you could decide not to take a 10 or 15 pt disadvantage so I would probably not take body odor.
 
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khumak

Engaged Member
Oct 2, 2017
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The new implant for the enhanced version throws a bit of a monkey wrench into starting options now. It sounds like it might eventually be possible to buy it from the mastersphere for a massive amount of money, but for now an enhanced start is the only way to get it and it's pretty strong if you care about combat at all. implant.jpg
 

Gunner Rey

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Aug 15, 2018
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Yeah the enhanced start is definitely overpowered and gives you way more than you need. You get 750 and can still take disadvantages on top of that to get even more if you want.
I suppose that's what some people want, and in the long run I kinda want the same thing, but I like to do it the old-fashioned way and earn it.


Well I'm thinking compared to the other expert perks. The stuff from soldier I can just buy. I already have 2 hunting sites so unless there's something special about the new one I'm not sure it provides much value unless I'm going to do a LOT of hunting.
It's the reduced stamina loss which is the big benefit, though access to another fertile hunting ground is indeed a big benefit. It's how I started playing the game after I tried combat without any clue what I was doing and a much less helpful wiki convinced me this game wasn't a total walkover. I found some easy money and took Juno out into the woods and hunted all day and whipped and fucked her ass all night long, good times! Then I decided to learn how to play for real and haven't done much hunting since, but you run out of stamina especially in the beginning and once you're good at it you deplete the hunting grounds very quickly.

I've been fondly reminiscing about that and have been considering a hunting build as kind of a tribute. With Loren and the Wildborn perk (which is a great bargain at 10 points for any character) money ought to be pretty good, back then it was even more profitable than fighting after the board was (mostly) cleared. You could get your entire house upgraded, all the little investments, everyone in Combat Armor (no Duraplate then) and Aria bought in thirty days just by hunting if you got a Famine by Day 30.

The academic thing I could see doing if I was going to be an atheist and wanted to RP a professor build or something but otherwise it seems like it's giving you a similar but lessor advantage to the business one. Doctor makes healing a bit easier but I can pump that up to 90 just using stabilize and doctor's kits anyway. So to me that leaves a choice between Business vs Slaver with Business giving me the most money and Slaver giving me an actual quest and some additional story background. So overall I like the slaver option better.
However like a clever fellow once said 'Remember, in the long run everyone's dead...' In other words you can wait too long to enjoy the fruits of your labor if you delay gratification too much. Game-wise the Elite Soldier, Hunting and Doctor expert perks allow you to get off to a faster start which you can capitalize on by getting the major investments quicker and get expensive stats up sooner.

Yeah I will have to play around with a normal or rise start a bit more before I decide which disadvantages I can live with and which ones I can't. I think Debt and Limp are the only 2 no brainers since you can completely counteract those 2. I agree about not really wanting a 70 pt stat cap on anything, but that's not as bad as pacifist.
Limp slows you down in the beginning, which I find irritating because I like to see just how much I can get done the first few days. It's kind of a mini-game with me, I've probably played the first days literally thousands of times just to see if I can find the 'perfect' opening, which changes with just about every update now. Normally the Stables wouldn't be near the top of my Household Upgrade priority list, but if I take 'Limp' they probably would be. That's why I don't consider it a gimme, but it's certainly less debilitating (in the beginning at least) than 'Near-Sighted' (ouch!) or one of the ones that limits stat growth, and less demoralizing RP-wise than 'Body Odor' which really doesn't hurt you much, but....yuck! I've known people like that, I don't want to be one and have a putrid stench wafting about in my wake!

As far as I know Tough is 8% so that could make a significant difference if you're in a tough fight where MC ends up tanking. There are instances with advanced tactics where MC tanks no matter what you do in my experience, even if he's using his fists. So 8% less damage per hit applied to multiple plasma shots and maybe even a cyber cannon is a big deal to me. For a rise start I think combat veteran might be your only choice for an expert perk if you also want deadly strike and tough, but I'm not sure on that. I guess if you take enough disadvantages you could maybe sqeeze in 1 or 2 levels of soldier and still get expert in something else but I think you'd probably have to take all of the 70 pt stat limits to do that.
Yeah, eight percent, my early morning math skills left something to be desired when I wrote that. So more like three points saved on a forty point hit. That can add up, and I can see where it would be desirable, but still not a 'must have' in my book.

I think the disadvantages I'd be most willing to live with for a rise start are debt, limp, near sighted, and unlucky. If I had to take more I could maybe convince myself into body odor,. Weak willed is the only stat cap I might consider but I would only take that if I had to. I think Gluttonous would annoy me since it drains your max stamina down to 49 I would have to train stamina literally forever to counteract it.
Near-sighted sounds like a damned painful penalty in the beginning where you're always starting at range, and prioritizing Dex or MC to get the front position option would stop me from raising my Stamina first which I've always found makes for the most satisfying start. Gluttonous would encourage me to keep training Stamina at least occassionally and that way my later acquisitions wouldn't still have 50 Stamina like they sometimes do now. I always train, every day, and making me mix in a Stamina day later on as well to recover lost stamina would keep me training my girls in it too, which I find necessary for the kind of sex sessions I subject them to. It aso helps me with the role-play to know I'm doing the work to stay in shape which is what you have to do in the real world too if you don't want to look like a lump or a stick.

At any rate, that's how I talk myself into it when I must have those points to make my configuration work.

Weak-willed was the only one I'd consider too, it occurred to me I don't really know just what Willpower does in this game outside a few scattered applications.
 
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bolondro2

Active Member
Oct 12, 2018
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The 8% decrease on damage received it´s really not a big thing. Don´t make the maths per hit received, make them per your total hits.

If instead of reducing the damage you increase your hits you need to have Hits*100/92 to get the same result. . That´s 108.7 hits instead of 100, or 163 instead of 150

For most combats, its quite irrelevant. And in the few cases that it´s relevant are going to be the ones when you get a lot of damage per hit, the hard ones. And when you are hit with 40 damage strikes, having 8 or 12 hits more can make 1 hit of difference in may be 20%-33%? of the cases.

Nice? sure. But clearly not a must. And should be this way. If any option it´s a must, something have been done wrong....
 
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khumak

Engaged Member
Oct 2, 2017
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The 8% decrease on damage received it´s really not a big thing. Don´t make the maths per hit received, make them per your total hits.

If instead of reducing the damage you increase your hits you need to have Hits*100/92 to get the same result. . That´s 108.7 hits instead of 100, or 163 instead of 150

For most combats, its quite irrelevant. And in the few cases that it´s relevant are going to be the ones when you get a lot of damage per hit, the hard ones. And when you are hit with 40 damage strikes, having 8 or 12 hits more can make 1 hit of difference in may be 20%-33%? of the cases.

Nice? sure. But clearly not a must. And should be this way. If any option it´s a must, something have been done wrong....
For me it depends on how the mechanics for the toughest of the advanced tactics fights play out. In some previous versions MC was the only one to ever take damage in some advanced tactics fights no matter what your armor or weapons used. That means for certain fights you either had to skip them entirely or MC was guaranteed to take stat losses because there are fights that it's just not possible to solo tank, like the tier 7 bounties.

If the mechanics have been tweaked so you can influence who is taking damage then 8% extra soak could be enough to allow you to solo tank 1 round and then switch weapons to make someone else be the new target. I used to do that frequently with both tier 6 and 7 bounties in previous versions where I could reliably influence the target, but in the most recent versions that has not worked for me. I'm either always the tank or never the tank on a per fight basis.

I haven't gotten far enough in the latest version to know if that's the case or not now. If I can survive solo tanking 1 round in a tier 7 bounty and then reliably cause the enemy to switch targets based on armor and weapon selection then it's definitely worth it to me. If I can't influence the target then it's of minimal use because I'm either solo tanking, in which case it's not enough to allow me to survive, or I'm never hit in which case it's irrelevant.

It would still be of minor benefit in fights that don't use advanced tactics, but almost all of those are trivial difficulty. There are a few notable exceptions like Godzilla but that one is just going to cause stat losses no matter what if you get unlucky unless you save scum it. I've had him target MC exclusively before and take him down before hitting any of the mercs. I've also had him spread the damage around evenly so I could kill him without losing anyone. No way to influence it though. Just blind luck.
 
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Tastetester12

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Feb 26, 2022
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For a Rise from the Ashes you get 120 points, 280 for a normal one. I don't remember what it was for Enhanced outside I had trouble spending them all.

Each level of a profession (Doctor/Scholar/Hunter/Soldier/Businessman/Slaver costs 20 for level one, 60 more for level 2 and 120 extra for Expert level and only one can be expert. You can only pick in three catagories max.

I can live with the debt too, as well as Unlucky which I figure is probably just random damage/cash loss/stamina drain every fifty days or so. I don't like the idea of being Gluttonous but have managed to convince myself it doesn't mean I will get fat and will require me to work on Stamina more later on once I've gotten to the soft cap which I should do anyway to train my new girls in that stat anyway. I have figured that once you get the stables upgrade Limp won't hurt you and you can train that 5 points of dex back. I really don't want body odor as it gives me an 'Ick' feeling thinking about my character, but for some configurations I can convince myself I'll just shower more regularly and I usually do spend an inordinate amount of time at the Baths/Pool anyay. Still don't want that one though.
Understand the ick feeling as someone who knows more than a few people who don't pay attention to how they smell as much as they should.
 
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GD-studios

The Budman
Game Developer
Nov 20, 2021
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0.8.3 A5 has been released for non-Alpha tiers!

083 Public is approaching fast (1-2 weeks away) but if you want to play 0.8.3 right away and also the development of future versions, the new, revamped Masters of Raana is now available for Tier 3 ($10) subscribers.

It's been a very long journey - the overhauls started in September 2023 and unfortunately meant a break in the relatively frequent MoR updates we're used to. The three major revamps of 0.8.3 (tech overhaul, house revamp, character creation changes) have however provided me and modders with a bunch of tools that'll make future additions much easier to implement. Those tools, and the fact that your support has enabled me to work more or less full-time on this project, mean we now have A LOT of exciting features to look forward to.

Stay tuned for updates on 0.8.3.1 and 0.8.4 in the coming weeks/months. ;)

And thank you for your patience.
 
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