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Nanite Injectors

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Overview

Nanite injectors are specialized tools that utilize nanotechnology to affect user body. They produce similar effects to PSI users and can be used in their absence.

Basic healing nanites only require a certain level of CON and HLT. Damage mitigation nanites require INT, IMP, T-C, and in some cases FCS, so another runner with a support character will always be more optimal.

Nanite tools work like regular weapons - you need to place them in a quickbelt slot, equip them and provide with ammo that can be easily recycled.

Nanite Activity

Every injection of Nanite Injector adds a unique debuff called 'Nanite Activity' shared between all types of nanites. Each type of nanite has a specified amount of nanite activity and its duration, stacking up to 150. Runners will see a warning when nanite activity is above 100 in their Communicator.

Overdose starts at nanite activity of 130. Each dose above 130 will add Intoxicated debuff for 2 mins that temporarily reduces your Body health and Endurance by 20 and ends with a Drugflash. Additional doses up to 150 will stack the debuff and make the drugflash worse.

Injector Tools

Biotech Personal Injector

Most basic type of injector. With the help of Regeneration Nanites, the injection will regenerate damaged tissue, healing the user over time. This injector type has the least amount of requirements, requiring only 16 CON and 40 HLT making it possible to use by all classes and specs. Often used to aid the healing taken from medkits.

Biotech Personal Injector V1

Biotech Personal Injector V1

Biotech Regeneration Nanites

Biotech Regeneration Nanites
Crahn Organism Cleanser

An advanced type of injector that uses nanites designed to remove harmful damage over time effects. Injector by default works only with Detoxic Nanites removing Poisoned effect, but can be modded for all other types of damage over time.

Crahn Organism Cleaner V1

Crahn Organism Cleaner V1

Crahn DeToxic Nanites

Crahn DeToxic Nanites
Crahn Organism Infector

A modified type of Cleanser injector, used to inject others instead. Specialized nanites are designed to purge buffs injected persons can have. Injector by default uses Antiheal nanites that remove all ongoing healing modules or nanites and can be modded to purge damage boosts or shields.

Crahn Organism Infector V1

Crahn Organism Infector V1

Crahn Antiheal Nanites

Crahn Antiheal Nanites
Cryton Mixed Protection Tool

An advanced type of injector that uses nanites to protect the user from damage. The effect is equivalent to PPU protection modules. Injector by default uses PR-Deflector nanites that protect from Force and Piercing damage and can be modded for Absorber or Protector nanites for other damage type protection.

Cryton Mixed Protection Tool v1

Cryton Mixed Protection Tool v1

Cryton Mixed PR-Deflection Nanites

Cryton Mixed PR-Deflection Nanites
Cryton Singular Protection Tool

Specialized version of Mixed Protection Tool, that focuses on a single type of damage protection. The effect lasts longer than mixed nanites and generates less Nanite Activity. Uses ProForce Nanites by default, protecting from Force damage, can be modded for other types of damage.

Cryton Singular Protection Tool V1

Cryton Singular Protection Tool V1

Cryton ProForce Nanites

Cryton ProForce Nanites
Cryton Nanite Pyrolizer

Nanite Pyrolization instantly removes all nanite effects currently running in the body, sets Nanite Activity to 150 and resets its duration to 10s. You can't use any nanite tools during Pyrolization.

Cryton Nanite Pyrolizer

Cryton Nanite Pyrolizer

Cryton Pyrolization Nanites

Cryton Pyrolization Nanites

Optimizing nanite usage

Heal Tools

Heal tools only heal for a set amount - dependent on TL level of the tool. Multiple injections/stacks do not increase the healing amount. Sometimes at the very end of the healing activity, you may be able to get 2x stacks on the heal, but that's probably server lag/bug

  • V1 Injector heals 5 hp per tick
  • V2 Injector heals 11 hp per tick

Protection Nanites

Protection nanites provide damage mitigation. The amount of protection depends on few things:

  • INT base level
  • Implant subskill
  • Hightech combat subskill
  • TL of the nanite tool
  • "Damage" stat of nanite tool (basically its quality)
  • Number of injections done

Mitigation caps at 35%. Depending on TL of the injector and user skill level there is a different amount of doses needed for maximum protection (with 100 INT):

  • M1 Tools (the lowest tl) provide about 5-6% mitigation per stack, maxing out at 7 injections
  • M2 Tools provide about 7-8% mitigation per stack, maxing out at 6 injections
  • M3 Tools provide about 17% mitigation per stack, maxing out at 2 injections

Most of the time runners opt to use Mixed tools, due to the amount of micromanagement and Nanite Activity gain. As changing the nanite type would be impossible in the middle of combat, runners will use multiple of them, each modded for a different type, and quickbelt space is limited. Singular tools can be great when used in places with just that one type of damage taken, like hunting Fire Mobs.