- Neocron F.A.Q -

- written by Heavyporker - contributors will be credited upon assistance.

 

LE Chat Missons Hacking Drugs AND loms Implants Tradeskills Weapons'n Psi Vehicles Outposts Factions RolePlay

Absolute Basics -

Quickbelt - this is the vertical row of boxes on the right side of your screen. You use it to quickly equip a weapon or item. Drag and drop something from your inventory into it, and press the corresponding number to equip it (or use it, in the case of food, first aid kits, medikits, and drugs/potions.). Slot #1 is locked if you are above -15 soullight, which means it cannot drop into your belt if you die (as an unLE'd runner). Keep your most valued item in this slot.

Starter Apartment - after coming out of starter MC5 (whenther or not it's still around after INT release...) , you will come to your apartment. This will hereafter and forever, be your personal apartment. You cannot lose it or sell it. Your character name is the passcode to this apartment. For now, Primary Apartment (a GR will refer to this) means THIS apartment. So if you use a GR, it will come to this (unless you designate another apartment as Primary Apartment) . If you forget where this apartment is from the ground, use NavRay (F9), services, Primary Apartment. Follow the line. Your starter apartment will have a couple of cabinets. Don't abuse the GoGo - if you have anything in the GoGo you don't need or want to sell, put the stuff into the cabinets, so you'll always have room in your GoGo.

GoGuardian - Think of it as an large and ever-present cabinet. Basically, it lets you shuffle your stuff around if you don't want to carry them (because of risk of death or of freeload). Drop loot into this if you're low on freeload. This only has 40 slots for your stuff, so keep only what you consider necessary to have immediately accessible.

GeneReplicator - think of this as a transporter/technological ressurector. If you die, you can select a location and be ressurected there. Almost always, your primary apartment is the safest place to reconstitute. Outside of that, you can use a GR to go to a place you need to go quickly. It's a pricey service, though, and you can only go to a place you have previously entered your genetic imprint into. That's why it's smart to 'tag' - register yourself - at every GeneReplicator you come across. You never know if you want to go there again.

Regeneration Bed - think of this as a free heal. Using this will slowly but effectively heal you, refresh your stamina, and charge you full of mana. Your starter apartment most likely will have one.

LE - LAW ENFORCER

- This is an implant that, basically, toggles PvP option. Having it in bars all PvP for the runner (excluding NeoFrag). This is quite crucial for the newly awakened runner - keep it in! Despite what runners might say to you, or what you remember from NC1 - the LE does not have leveling/cash mali. You can team up with non-LE'd runners and still gain experience/cash from them if you are near their level. However, they cannot heal/buff you, nor you they. The LE'd runner cannot kill other runners or be killed by them. The LE'd runner cannot join a clan or hold an outpost. Past character level 30 ( **/ 30), the LE cannot be re-implanted.

Chat

- F1 controls this ability to talk to others. Clicking this brings up the chat options window. To choose a channel, click on the tab with the channel name. To mute a channel, click on the 0 to the left of the channel.

 

Missions

- To get a mission, go to a cityterm or hometerm, bring it up, and click on the missions tab.

  • BE SURE YOU READ THINGS CAREFULLY. Missions, at the moment, are given by Factions, which naturally means you require a certain level with a faction to acquire the mission.

  • Be also very careful to keep your abilities in mind while selecting a mission. Choosing a construction mission when you are unable to build anything means you're up the sewer. Choosing a hunting mission without a weapon means you're up the sewer. Likewise, choosing a very hard hunting mission when you can barely handle a mutant scout means you're up the sewer, too.

  • Any missons other than Courier and Kill **** require you to go to that faction's HeadQuarters and talk to a Human Resources Manager (for some factions, these people are titled differently, like 'Wiseguys' for Black Dragon). Keep this in mind when you decide to take a mission. Even then, courier missions still require you to go to that faction's HQ to get paid.

     

    Hacking

    - this is a skill that at the very simplest, lets you unlock electronically locked objects. At its height, you can enter HackNet, an entirely virtual world where you risk you very existence at every turn.

    - For 'Real world hacking' - you use a hacktool (Tech Level of tool does not matter at the moment) - equip it in your quickbelt, wield it and point it at the electronics, 'shoot' to interface with it. Your hackscreen will come up and a 30 second countdown will begin. You will have a limited number of nodes (signals that will stream down from your side (the left) to the center stripe) to use against the A.I (controlling the right side - it will have nodes too, to counter you).

    More hackskill will give you more nodes, up to a maximum of 7 nodes. Using up/down to move, right-mouse button to activate a node, you must get at least 12 ports lit up.

    Try to hit the direct-line circuits and the "or" gates. Avoid the "and" gates if you can, but use them if you must. Avoid the terminator and the "not" gates - they are quite bad for you.

    - 'Real world hacking' - You can open things like doors (holding trouble or someone/thing important behind it - almost always very easy), supply boxes (usually containing a nice bit of loot - ranges from easy to hellishly difficult), Safes and Security Cabinets (contents are nebulous, but possibly containing something nice), mechanical mobs (easy to hard: cyberguards, corrupted copbots, warbot and DoY bots, hoverbots,) and belts from slain runners ( high possibilty of finding something nice. If the runner has bad to neutral soullight, easy; If very good soullight, extremely difficult).

    - 'HackNet' - This is the promised land of hacking, essentially. Gentanks - forget about coming in here. For any other class - yes, that includes PSI Monks, just get a hacktool and hack a GeneReplicator. Voila... you should be transported to your Faction DNS (that is, if you didn't hack in from an Outpost your clan owns).

    However, make certain that you have your software loaded and on the ready if you want to anywhere outside of that starting location. There are a few types of software (they're very similiar to PSI modules in concept). Regeneration software heals the target, Defense software puts a shield around the target, and Attack software will damage the target. Avoid the multilink softwares for now.

    - Now for some explanation about the HackNet zones.

  • The DNSes is where the factions make their homes. The Log-Out port pulls you out of the HackNet into the 'real world' in the faction HQ. (note, Outpost Log-Outs pull you out at the OP GR - great thing about being a HackNet traveller is that GR lockdowns don't apply to you.). Broadcast Daemons in the DNS announce stuff (usually mute since there's nothing to announce). The Databases are empty for now. The Infected Storages contain corrupted programs that will try to harm you. You can delete (use attack softwares) them for cash and experience.

    The Firewall on the first level connects to the MainFrame. The FireWall high security, on the third level, goes into the faction data sectors. At the Firewall Highest Security, you can connect to a program that allows you to download some very special stuff - faction blueprints (people pay well for this service)!

  • The MainFrames are hubs where the DNSes connect to.

  • The TravelWays are crossing-paths to the outposts and the deep HackNet.

    - Be warned - the programs on the travelways are unremittingly hostile and will try to delete you on sight. Killing them gives cash and experience. The deeper into hacknet, the stronger the programs. Bring diapers for when you go into the Tech Haven DNS *brrr!*

  • Uplinks deserve special mention - if the outpost is set to allow you a bonus, you will gain from +25 to +50 hack - tremendous! This aids in HackNet combat hugely.

    Drugs AND LOMs

    - If you don't already understand by the term "Drugs", are special substances that alter your capabilities temporarily. Ranging in effects from greater strength to increased resistance, they're quite useful in many situations.

  • Now, however, "LOMs" or 'Loss of Memory' pills, is where we get into fun territory. There are also special medicaments that do different things.

    - Drugs give a *temporary* bonus to either stats, skills, or both. After the drug wears off, you will get an visual and movement impairment - 'drugflash'. You'll have to either wait out the impairment, or pop another drug (this is where addiction REALLY kicks in. Be warned, and be careful). This will stave off the drugflash, but this will make things worse in the end. To take one, either rightclick and use in the inventory, or put in quickbelt and use a #.

    - One of the easier ways to tell the class of drugs is - Yellow, Green, and Blue. Yellow drugs are the lowest level, cheapest, and give small increases to EITHER a stat or skill only, and inflict a little drugflash. Green drugs being intermediate drugs, last a bit longer and give a bigger increase to one stat and one or more skills, but will give a moderate amount of drugflash. Blue drugs are the highest level of drugs - long lasting, and gives incredible bonuses to a stat and several skills, but they will inflict massive drugflash. There are even some very difficult-to-get drugs that endow massive increases.

    - Loss of Memory pills essentially let you change professions - taking one causes you to lose memory in a particular subskill, freeing up points. Be warned, though - LOMs inflict synaptic impairment (means you cannot use anything very well if at all), and eat into accumulated experience. *note* - have a minimum of 5 points in a subskill - each LOM takes 5 out a subskill (6 points if above 50 in a skill, but below 100). If you don't have 5 in a suskill, add in just enough so the LOM isn't wasted.

    - Special drugs (use wisely - heavy usage WILL inflict drugflash):

  • Antidotes remove poison stacks - the level of antidote refers to the speed which it removes stacks - you have to choose slow but powerful, or quick and barely effective.

  • AntiStealth pills allow a stealther to "break" , or come out of, his stealth before the duration runs out. Higher level of AS works more quickly.
  • DamageBoost removers, of course, takes off damage boost cast upon you. Higher level of DBr works more quickly.
  • AntiShocks remove parashock effect from oneself.
  • Resist Potions give +25 to a particular resistance.
  • DragonDrugs - coded in colors, corresponding to a damage type, confer an incredible +150 to a resistance (effectively "capping" it out), but inflict grievious negatives to total hitpoints and endurance (max amount of stamina).

    Implants

    - Implants bestow semi-permanent boni (as long as the implant stays in), and consist of brain implants, eye and heart and spinal implants, and bone enforcements. The Gloves are special instances - they do not require implant skill - just drop them in. The LE is also a special case - no implant required to insert it. First off, press F3. That's your implant window.

    - For either personal or remote poking (the slang for implanting) - you need an implant tool (TL of tool to vary with TL of implant - personal tool for self-poking, remote tool for poking others). Also, for implants over Tech Level 25, you will need implant disinfectant gel in your inventory. If someone needs a poke from you, THEY need the implant gel in THEIR inventory. Of course, don't forget the implant skill (INT) if you want to poke yourself - you need AT LEAST the Tech Level of the implant in your skill to be able to poke it in.

    - Now, for poking yourself, have the personal poke tool in your processor window (f7) and drag the implant to its' slot in the F3 window - a process should start. Try not to move during this, it slows the process down a lot. If you wish to poke others , equip the remote implant tool in your quickbelt, select the corresponding #, and 'shoot' the person. That person should have the implant they wish implanted in THEIR F7 window. A process should start for them. *note* people often pay for being poked - making having implant skill a nice sideline. Of course... people sometime shaft you and walk off without tipping you. Just go "oh, I didn't see you there. I gotta go now" if they come back asking for more pokes, if you wish.

    Tradeskills

  • Tradeskilling is the use of skills to provide services or creating things (disassembling, in the case of salvage)

  • Construction - Creating items from blueprints, chems, and item parts. You'll need construction skill (INT) and a construction tool. To create something, put the construction tool into the first slot and THEN blueprint into your processor window (F7) and press start (make sure you have chems/parts in inventory). Be sure you have the Tech Level or more in the skill. Higher skill ensures success - a built item. Failing a construction process runs the risk of erasing the datacube.

  • Research - Analyzing items to create blueprints. You'll need research skill (INT) and a research tool. This is a rather iffy skill, so try to plow as much skill into this as you can. To research something, put the research tool and THEN the item to be researched. Be careful - many items, you simply can not research. Be sure you have the Tech Level or more in the skill. Higher skill ensures success - a finished blueprint. Failure may overload and destroy the datacube.

  • Recycle/Salvage - Recycle uses raw materials or junk to create something - Salvage takes something with SOME value (like, say, a broken item, or organics/mechanicals from a mob) and turns it into parts and chems. Both require Recycle skill (DEX) Be sure you have the Tech Level or more in the skill.

    - For recycling , you need a recycle tool - to make chemicals, you need the tool, a recipe and the right raw materials (e.g. - wood, metalpipes or plates, poisonglands, chitin); to clone ammuntion, drugs, or first aid/medikits, you need the tool, the object to be cloned, and organics or mechanical components from a mob (the greater the value of the 'junk', the more you'll get out of them). How much you get of that something you cloned depends on ITS value AND the value of the 'junk' you put in - something cheap and a pile of moderately expensive 'junk' and you'll get a lot, something expensive and a pile of cheap 'junk' you won't get much if at all.

    . For salvaging, you need a salvage skill, and much more recycle skill than you'd expect - a minimum of a rating of 50 in the skill to even begin. A lot of stuff can be salvaged - 'junks' like organics/mechanicals from mobs, weapons and armor, vehicle keys, etc. Put the tool in processor window and then put in the item, start. If you have enough skill, you MIGHT get a chemical or two, depending on the item's value. Much more skill ( in the 80s to 120s) and you can get tremendous piles of chemicals and parts from the objects you salvage.

  • Implanting has already been explained earlier. Be sure you have the Tech Level or more in the skill.

  • Repair - Fixing something that has broken. This requires the Repair skill (DEX) Be sure you have the at least half the Tech Level or more in the skill. To start, you need a repair tool. Take the repair tool and item, put them in Processor window and press start. No real chance of failure, but every repair process lowers maximum condition. Higher skill means more current condition repaired and less max condition lost each repair process.

    Weapons and Psi

    - Keep in mind that there are two separate types of combat: Weapon-based, and Mind-based.
  • Weapon-based includes guns and melee, and down to bare-knuckle fighting (just press alt+E to put your fists up!)
  • Mind-based is the whole of PSI. To even begin releasing the power of your mind, you must acquire a power gauntlet (adds +1 psi amp - means you can now utilize PSI modules) and put it onto where your hand is in the f3 (implants window). That's only the starting point. Go to F5 (skills window), PSI, and you'll see 4 skills - Passive PSI Use, Agressive PSI Use, PSI Power, and Resist PSI. Resist PSI is irrelevant at this time.

     

    Vehicles

    - There's nothing like getting into a car and riding off deep into the wastelands.

    Outposts

    - There are many locations out in the wastelands, fenced or high-walled, and sometimes festooned with missles and (many times, functional) automatic weaponries.

     

    Factions

    - Post-apocalyptic does not mean that politics have been forgotten. Ideals and rivalries still burn in the hearts of men.

    RolePlay

    - Basically - just enjoy playing, try to get into your character a bit - rough 'n ready, or charming and generous. Trying to fit in with the storyline makes things a whole lot more enjoyable. If you don't do that sort of thing, well, then, try not to spoil others that are trying to roleplay and go with the flow.