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Difference between revisions of "Nanite Injectors"
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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. | 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. | ||
| − | + | == 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. | 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. | ||
{{Item_DB_Item|name=Biotech Personal Injector V1}}{{Item_DB_Item|name=Biotech Regeneration Nanites}}{{clear}} | {{Item_DB_Item|name=Biotech Personal Injector V1}}{{Item_DB_Item|name=Biotech Regeneration Nanites}}{{clear}} | ||
| − | == | + | |
| + | '''Where to get''' | ||
| + | *V1 - [[Cryton's Techtools]] shops | ||
| + | *V2 - blueprint downloadable from [[Biotech]] [[Hacknet]] database item | ||
| + | |||
| + | '''Biotech Personal Injector V3''' | ||
| + | |||
| + | This injector is intended for endgame and high-level PvP fights. That's why it was split into several parts as high-level loot that needs to be recycled. | ||
| + | |||
| + | * 2x {{Item_DB_Link|name=Tangent Weaponpart 10}} | ||
| + | * 1x Medical Substance 10 ([[Protopharm]] [[Faction Supply Manager]]) | ||
| + | * 1x Poison Substance (Swamp plants around F02-F03) | ||
| + | * 1x Energy Core ([[Ceres Labs]]) | ||
| + | * 1x Neural Chip ([[Mech Haven]]) | ||
| + | * 1x Fully built {{Item_DB_Link|name=Biotech Personal Injector V2}} | ||
| + | |||
| + | Credits to Cptinternet for providing the list. | ||
| + | == 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. | 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. | ||
{{Item_DB_Item|name=Crahn Organism Cleaner V1}}{{Item_DB_Item|name=Crahn DeToxic Nanites}}{{clear}} | {{Item_DB_Item|name=Crahn Organism Cleaner V1}}{{Item_DB_Item|name=Crahn DeToxic Nanites}}{{clear}} | ||
| − | + | ||
| + | '''Where to get''' | ||
| + | |||
| + | [[Cryton's Techtools]] shops | ||
| + | |||
| + | == 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. | 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. | ||
{{Item_DB_Item|name=Crahn Organism Infector V1}}{{Item_DB_Item|name=Crahn Antiheal Nanites}}{{clear}} | {{Item_DB_Item|name=Crahn Organism Infector V1}}{{Item_DB_Item|name=Crahn Antiheal Nanites}}{{clear}} | ||
| − | + | ||
| + | '''Where to get''' | ||
| + | |||
| + | [[Cryton's Techtools]] shops | ||
| + | == Cryton Mixed Protection Tool == | ||
An advanced type of injector that uses nanites to protect the user from damage. The effect is equivalent to [[PSI shields|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. | An advanced type of injector that uses nanites to protect the user from damage. The effect is equivalent to [[PSI shields|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. | ||
{{Item_DB_Item|name=Cryton Mixed Protection Tool v1}}{{Item_DB_Item|name=Cryton Mixed PR-Deflection Nanites}}{{clear}} | {{Item_DB_Item|name=Cryton Mixed Protection Tool v1}}{{Item_DB_Item|name=Cryton Mixed PR-Deflection Nanites}}{{clear}} | ||
| − | + | ||
| + | '''Where to get''' | ||
| + | |||
| + | [[Cryton's Techtools]] shops | ||
| + | |||
| + | == 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. | 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. | ||
{{Item_DB_Item|name=Cryton Singular Protection Tool v1}}{{Item_DB_Item|name=Cryton ProForce Nanites}}{{clear}} | {{Item_DB_Item|name=Cryton Singular Protection Tool v1}}{{Item_DB_Item|name=Cryton ProForce Nanites}}{{clear}} | ||
| − | + | ||
| + | '''Where to get''' | ||
| + | |||
| + | [[Cryton's Techtools]] shops | ||
| + | |||
| + | == 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. | 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. | ||
{{Item_DB_Item|name=Cryton Nanite Pyrolizer}}{{Item_DB_Item|name=Cryton Pyrolization Nanites}}{{clear}} | {{Item_DB_Item|name=Cryton Nanite Pyrolizer}}{{Item_DB_Item|name=Cryton Pyrolization Nanites}}{{clear}} | ||
| + | |||
| + | '''Where to get''' | ||
| + | |||
| + | [[Cryton's Techtools]] shops | ||
== Optimizing nanite usage == | == Optimizing nanite usage == | ||
| Line 36: | Line 75: | ||
*V1 Injector heals '''5 hp''' per tick | *V1 Injector heals '''5 hp''' per tick | ||
*V2 Injector heals '''11 hp''' per tick | *V2 Injector heals '''11 hp''' per tick | ||
| − | + | *V3 Injector heals '''?? hp''' per tick | |
=== Protection Nanites === | === Protection Nanites === | ||
Protection nanites provide damage mitigation. | Protection nanites provide damage mitigation. | ||
Latest revision as of 10:15, 5 January 2026
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.
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.
Where to get
- V1 - Cryton's Techtools shops
- V2 - blueprint downloadable from Biotech Hacknet database item
Biotech Personal Injector V3
This injector is intended for endgame and high-level PvP fights. That's why it was split into several parts as high-level loot that needs to be recycled.
- 2x Tangent Weaponpart 10
- 1x Medical Substance 10 (Protopharm Faction Supply Manager)
- 1x Poison Substance (Swamp plants around F02-F03)
- 1x Energy Core (Ceres Labs)
- 1x Neural Chip (Mech Haven)
- 1x Fully built Biotech Personal Injector V2
Credits to Cptinternet for providing the list.
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.
Where to get
Cryton's Techtools shops
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.
Where to get
Cryton's Techtools shops
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.
Where to get
Cryton's Techtools shops
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.
Where to get
Cryton's Techtools shops
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.
Where to get
Cryton's Techtools shops
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
- V3 Injector heals ?? 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.