Difficulty settings: Difference between revisions

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* High-tier ammo and stimpacks are more scarce.
* High-tier ammo and stimpacks are more scarce.
* Slightly decreased cash and Merchandise drops from enemies.
* Decreased cash and Merchandise drops from enemies.
* Slightly increased armor costs.
* Increased armor costs.
* No numerical values for slaves.
* You cannot assign "away" NPCs (vendors, academy, scavengers) as Followers between 8 am and 4 pm.
* Dynamic Influence. A high Influence (2,500+) will slowly deteriorate (2-8 points per day) down to 2,500.
* Melee combat costs Stamina points for the MC and NPCs (1 point per hit down to a minimum of 5).

Revision as of 08:19, 18 October 2024

There are three types of difficulties in Masters of Raana.

Sandbox

A casual playthrough for those who want to experiment or just take it easy.

  • Adds a retainer (+$50/day).
  • Easier skill rolls (+15 to all chance rolls).
  • No need to manage your MC's hygiene.
  • Enemies do less damage in combat.

Normal

No modifications. Standard MoR difficulty.

Grimdark

A realistic playthrough closer to what Ikaanos really feels like. Nothing is nerfed - training, combat and slave dynamics are the same as on normal difficulties - what changes with Grimdark difficulty is the world around you.

First, you need to plan out your finances to have any chance of staying afloat as maintenance is somewhat higher and you're supplied with less starting money.

Other difficulty changes:

  • High-tier ammo and stimpacks are more scarce.
  • Decreased cash and Merchandise drops from enemies.
  • Increased armor costs.
  • You cannot assign "away" NPCs (vendors, academy, scavengers) as Followers between 8 am and 4 pm.
  • Melee combat costs Stamina points for the MC and NPCs (1 point per hit down to a minimum of 5).