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  • ...modules increase the damage effect on the target by multiplying the impact damage with PSI power'' ...mage over time component. Stacks from damage over time will also deal more damage per tick.
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  • ...n]] subskill, that reduces [[poison]] damage taken from any source. Poison damage is usually dealt by PSI modules, wildlife and mutants. ...ison damage taken by '''4.95%'''. When hit by PSI module that deals poison damage, mitigation is multiplicative with [[Resist psi]].
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  • ...n]] subskill, that reduces [[energy]] damage taken from any source. Energy damage is usually associated with high-tech weaponry and PSI modules. ...ergy damage taken by '''4.95%'''. When hit by PSI module that deals energy damage, mitigation is multiplicative with [[Resist psi]].
    757 bytes (108 words) - 15:59, 3 January 2023
  • ...ution]] subskill, that reduces [[fire]] damage taken from any source. Fire damage is usually associated with laser weaponry, explosives and PSI modules. ...s fire damage taken by '''4.95%'''. When hit by PSI module that deals fire damage, mitigation is multiplicative with [[Resist psi]].
    751 bytes (117 words) - 16:10, 3 January 2023
  • ...tion]] subskill, that reduces [[x-ray]] damage taken from any source. Xray damage is usually associated with high-tech weaponry. 10 points in Resist Xray reduces xray damage taken by '''4.95%'''.
    589 bytes (91 words) - 16:59, 3 January 2023
  • ...subskill, that reduces [[piercing]] damage taken from any source. Piercing damage is usually associated with low-tech projectile and blade weapons. 10 points in Resist Pierce reduces piercing damage taken by '''4.17%'''.
    601 bytes (81 words) - 16:32, 3 January 2023
  • Force is one of the main damage types used by both players in Neocron. ...deal either force or [[piercing]] damage, occasionally paired with another damage type such as poison or fire.
    590 bytes (97 words) - 23:26, 24 September 2012
  • Piercing damage is one of the main damage types in Neocron. Most weapons that rely on a physical bullet do piercing damage as their main damage type, including almost all low-tech weapons excepting flame throwers, grena
    834 bytes (130 words) - 23:30, 24 September 2012
  • ...gth]] subskill, that reduces [[force]] damage taken from any source. Force damage is usually associated with explosive weapons and melee. 10 points in Resist Force reduces force damage taken by '''4.17%'''. When hit by [[PSI Attack module]], mitigation is mult
    697 bytes (101 words) - 16:20, 3 January 2023
  • ...modules increase the damage effect on the target by multiplying the impact damage with PSI power'' ...mage over time component. Stacks from damage over time will also deal more damage per tick.
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  • Fire damage is one of the main damage types in Neocron. Fire damage is commonly dealt as a secondary weapon type by explosives, by flamer weapo
    719 bytes (119 words) - 00:04, 25 September 2012
  • ...f these weapons have energy as a primary damage type, dealing 65% of their damage as energy, the remaining 35% usually fire or xray. This means that lots of ...y damage can be considered the high-tech weapon equivalent of [[piercing]] damage
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  • ==Damage==
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  • X-ray is one of the damage types in Neocron. Along with [[Poison]] X-ray is a somewhat uncommon damage type, mostly found on modded player weapons.
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  • ...ssive Psi Use (PSU) and Passive psi Use(PPU). APU is your bread and butter damage spells, fire, poison, energy, psi, Ice etc.. and PPU is Heals, Shields, Bo '''Fire''' medium upfront damage and a small damage over time, medium reset, short range, <br>
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  • Meaning weapon types that do damage to a target area, instead of a target specifically. ...as self-damage, so use with caution. [[Law Enforcer]] implant will prevent damage to other players, but won't stop from damaging yourself.
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  • [[Resist psi]] is a [[Psychic power]] subskill, that reduces damage taken from offensive PSI modules. 10 points in Resist PSI reduces damage taken from all PSI offensive and Creature Focus modules by '''3.28%'''. Mit
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  • Toxic (or Poison) damage is one of the damage types in Neocron. ...bs, though player weapons do have some ammo mods available that add poison damage to a weapon.
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  • ...its range. Multiple barrels can be layered atop each other to increase the damage inflicted</i> ...tacks every time barrel main damage tick deals damage. Lingering AoE deals damage to the torso area of the target.
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  • With standard ammunition, this weapon deals [[Image:Icon_force.png|100px]] damage. ...'''835''' Force damage to vehicles on 100% capped stats at the cost of the damage to other targets.
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  • With standard amunition, this weapon deals [[Image:Icon_energy.png|100px]] damage. ...om [[Fusion rifle]] does not apply to this weapon, each shot does the same damage regardless of range
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  • ...psionic spell disipates, or the time left that the runner is recieving the damage from the effect. *'''Burning''': [[Fire]] damage over time
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  • ...es. Influencing aiming speed and precision, handling, range, frequency and damage of drones and their main prerequisite. | Damage || 70%
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  • With standard ammunition, this weapon deals [[Image:Icon_force.png|100px]] damage. ...extra '''1253''' Force damage to vehicles on 100% capped stats at cost of damage to other targets.
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  • ...o physical damage at close range. PSI attack is a fast firing arc of force damage.</i> PSI Attack is a [[Bolt module]] that deals Force damage instead of elemental.
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  • ...e of inflicting '''Poisoning''' negative effect, dealing additional Poison damage over time. The projectile is homing, so agile runner can make them hit the Poisoning stacks afflicted by big scorpions deal more damage than small ones.
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  • ...:Icon_fire.png|100px]] damage and additional [[Image:Icon_fire.png|100px]] damage over time. *High damage per hit
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  • ...eals [[Image:Icon_piercing.png|100px]] and [[Image:Icon_poison.png|100px]] damage. ...isoned''' negative effect, dealing '''3''' [[Image:Icon_poison.png|100px]] damage per second per stack for '''8''' seconds.
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  • With standard ammunition, this weapon deals [[Image:Icon_piercing.png|100px]] damage. *High damage
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  • With standard amunition, this weapon deals [[Image:Icon_force.png|100px]] damage. === AoE damage falloff ===
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  • ...apon deals [[Image:Icon_force.png|100px]] and [[Image:Icon_fire.png|100px]]damage. === AoE damage falloff ===
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  • ...ls. Influencing aiming speed and precision, handling, range, frequency and damage of weapons and their main prerequisite. | Damage || 70% || 70%
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  • ...es. Influencing aiming speed and precision, handling, range, frequency and damage of weapons and their main prerequisite. | Damage || 70% || 70%
    460 bytes (55 words) - 17:03, 3 January 2023
  • On hit, this weapon deals [[Image:Icon_force.png|100px]] damage. ...kable '''Burning''' negative effect, dealing [[Image:Icon_fire.png|100px]] damage over time for '''8''' seconds
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  • [[Resists]] decrease the damage you take in combat. ...e onto the next layer. When all the layers have been passed, the resulting damage is passed onto the runner.
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  • ..., and handling. In case of Drones and Hacknet Software, it also influences damage. | Damage ||
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  • <i>Anti Fire PSI modules remove fire damage over time effects caused by external influences and heal the target with a Cleanse modules, commonly called Antidebuffs, instantly remove all stacks of damage over time that are currently on the target and prevent new effects to be ap
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  • ...age, high on aiming and moderate to low on frequency, handling and range. "Damage" stat in this case is the strength of the heal and shields. | Damage || 70%
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  • == Damage Types == ...flamethrowers being fairly common especially in the first room (doing fire damage). The long tunnels between open rooms are often free of mobs so with carefu
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  • ...ules to manifest elements or manipulate targets dealing damage or mitigate damage taken. To use PSI to full extend, the user has to be Monk. Spies and Privat ...hat also means that PPU cannot deal damage himself - only module that deal damage is Creature Focus, but it's rather unreliable.
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  • ...a player can get from melee weapons by influencing handling, frequency and damage. M-C also acts as a requirement for melee combat weapons. | Damage || 60%|| 60%
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  • ...rly days, things such as chains were worn around the fists to inflict more damage. However, because chains hadn't been properly cushioned, they not only hurt ...is opponent. Knuckles fashioned with brass are more massive and do greater damage.</i>
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  • With standard ammunition, this weapon deals [[Image:Icon_energy.png|100px]] damage. *Decent damage per shot
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  • ...fect for '''8''' seconds, dealing additional [[Image:Icon_fire.png|100px]] damage over time. *Decent damage per burst
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  • ...pon deals [[Image:Icon_force.png|100px]] and [[Image:Icon_fire.png|100px]] damage. *This weapon deals AoE damage
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  • {{Item_DB_Item|name=Damage blocker}}</td><td> {{Item_DB_Item|name=Advanced Damage Blocker}}</td></tr><tr><td>
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  • | Damage || 20% || 20% | Damage || 20% || 20%
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  • With standard amunition, this weapon deals [[Image:Icon_piercing.png|100px]] damage. *High damage per bullet and burst
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  • = Weapon damage info = | Proportion of weapon families "capped" damage || TL% of highest TL in weapon family || a combination of weapon quality &
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  • ...on deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_xray.png|100px]] damage. === Raygun damage falloff ===
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  • ...eals [[Image:Icon_piercing.png|100px]] and [[Image:Icon_poison.png|100px]] damage. *High damage per swing
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  • ...ally, the Giant Scorpion makes a different type of attack, that deals Fire damage instead of Poison and can afflict '''Burning''' negative effect. It will al
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  • ...s create a PSI generated protection shield surrounding the target reducing damage caused by Force and Piercing weapons</i> Shield modules reduce incoming damage from the corresponding damage type. They are a very important tool of survival and should be present in e
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  • ...on deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_xray.png|100px]] damage. '''Raygun damage falloff''' of [[Raygun cannon]] does not apply to this weapon.
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  • ...burns. Bleeding and other secondary effects are just a minimal part of the damage</i> ...on deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_fire.png|100px]] damage.
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  • ...ns. Influencing aiming speed and precision, handling, range, frequency and damage of weapons and their main prerequisite. | Damage || 70% || 70%
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  • ...burns. Bleeding and other secondary effects are just a minimal part of the damage</i> ...on deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_fire.png|100px]] damage.
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  • ...burns. Bleeding and other secondary effects are just a minimal part of the damage</i> ...on deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_fire.png|100px]] damage.
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  • ...he shotgun will cause damage ranging from severe burns to concussive blast damage</i> With standard amunition, this weapon deals [[Image:Icon_piercing.png|100px]] damage.
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  • ...burns. Bleeding and other secondary effects are just a minimal part of the damage</i> ...on deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_fire.png|100px]] damage.
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  • With standard ammunition, this weapon deals [[Image:Icon_piercing.png|100px]] damage. * {{Item_DB_Link|name=S.W.A.T. 9mm Clip - Marker}}: Piercing, Fire damage over time
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  • ...Energy and Poison damage. Crawlers are highly resistant to Fire and Poison damage, but less than Parasites or Sluggers.
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  • ...ally, the Giant Scorpion makes a different type of attack, that deals Fire damage instead of Poison and can afflict '''Burning''' negative effect. It will al
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  • ...so are best used in open spaces where you need to deliver large packets of damage from range</i> *High damage
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  • ...dule or nanite mod. Parasites are very highly resistant to Fire and Poison damage type, Energy or X-ray recommended.
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  • ...deals [[Image:Icon_force.png|100px]] and [[Image:Icon_piercing.png|100px]] damage. *AoE damage
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  • ...istant armor. Due to its fusion technology, the fusion rifle delivers most damage near to its maximum range.</i> With standard amunition, this weapon deals [[Image:Icon_energy.png|100px]] damage.
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  • ...odule or nanite mod. Sluggers are very highly resistant to Fire and Poison damage type, Energy or X-ray recommended.
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  • Drone deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_xray.png|100px]] damage. *High damage per burst
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  • Drone deals [[Image:Icon_piercing.png|100px]] damage. Drone weapon is equivalent to [[Street rifle]]. * Decent damage per shoot, on capped character
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  • ...fusion pistol. Due its fusion technology, the fusion pistol delivers most damage near its maximum range.</i> With standard amunition, this weapon deals [[Image:Icon_energy.png|100px]] damage.
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  • ...burns. Bleeding and other secondary effects are just a minimal part of the damage</i> ...on deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_fire.png|100px]] damage.
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  • ...eals [[Image:Icon_piercing.png|100px]] and [[Image:Icon_poison.png|100px]] damage. *High damage per swing
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  • ...e of inflicting '''Poisoning''' negative effect, dealing additional Poison damage over time. The projectile is homing, so agile runner can make them hit the
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  • ...nce on Frequency, Range and Handling of PSI modules and minor influence on Damage. | Damage || 20%
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  • ...e of inflicting '''Poisoning''' negative effect, dealing additional Poison damage over time. The projectile is homing, so agile runner can make them hit the
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  • With standard amunition, this weapon deals [[Image:Icon_piercing.png|100px]] damage. * 9mm clip - Phosphor Enriched: Piercing, Fire damage over time
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  • ...he phase-induced plasma cannon, the plasma rifle is handier but makes less damage than its cannon counterpart. This version is especially made for smaller ba With standard amunition, this weapon deals [[Image:Icon_energy.png|100px]] damage.
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  • ...effect for 12 seconds that deals additional [[Image:Icon_xray.png|100px]] damage over time. *Decent damage per hit in big area of effect
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  • This module doesn't deal damage, instead, it removes active [[PSI shields]] or [[PSI heal]] and blocks the ...nti deflector''' removes Deflector type shield (reduces Force and Piercing damage)
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  • ...[[X-ray]] damage, which means that an [[Absorber]] drastically reduces the damage taken. It is recommended that only teams of [[Runner|Runners]] attempt thes
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  • With standard ammunition, this weapon deals [[Image:Icon_energy.png|100px]] damage. * Freezer rifle ammo - Max damage: More damage
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  • ...e deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_force.png|100px]] damage in area of effect. Drone weapon is equivalent to [[Fusion cannon]] modded f *Area of effect damage
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  • ...and effectiveness of offensive PSI modules. It has very high influence on damage, high on aiming and moderate to low on frequency, handling and range. | Damage || 70%
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  • With standard amunition, this weapon deals [[Image:Icon_piercing.png|100px]] damage. *Mediocre damage per bullet, requires all bullets to hit for considerable damage
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  • These mobs shoot hightech laser rifles, doing the expected damage types. They drop loot common to all mutants of their level (so roughly the
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  • ...of the corresponding element which can be cast towards your opponent. Its damage is high but its slower cast and travel speed means you require a clear line *High damage
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  • With standard ammunition, this weapon deals [[Image:Icon_energy.png|100px]] damage. * Freezer pistol ammo - Max damage: More damage
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  • ...on deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_xray.png|100px]] damage. '''Raygun damage falloff''' of [[Raygun cannon]] does not apply to this weapon.
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  • ...ionic]] [[shield-layer]] to the recipient. This shield helped reduce the [[damage]] a player took from [[energy]] and [[fire]] attacks.
    298 bytes (41 words) - 19:51, 30 December 2008
  • ...e deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_force.png|100px]] damage. Drone weapon is equivalent to [[Fusion rifle]] modded for Advanced Fusion *Decent damage per burst
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  • Drone deals [[Image:Icon_force.png|100px]] and [[Image:Icon_fire.png|100px]] damage. Drone weapon is equivalent to [[Rocket launcher]]. *Very high damage per shot with big area of effect
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  • On hit, this weapon deals [[Image:Icon_force.png|100px]] damage. *High damage per swing
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  • ...f the plasma incinerates almost anything in its path inflicting sever heat damage on the target. This, in combination with the kinetic energy of the beam's a With standard amunition, this weapon deals [[Image:Icon_energy.png|100px]] damage.
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  • ...10%6 K) incinerates almost anything along its path, inflicting severe heat damage to its targets. This makes the zbs one of the strongest weapons on the batt With standard amunition, this weapon deals [[Image:Icon_energy.png|100px]] damage.
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  • ...red-mirror, a unique prism is created. The laser sword causes intense heat damage and can cut through many types of armor. Due to its small size and weight i ...on deals [[Image:Icon_fire.png|100px]] and [[Image:Icon_energy.png|100px]] damage.
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  • | Damage || 10%
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  • ...oth external and internal is the most common effect, though other kinds of damage can be caused when the sub-machine gun is loaded with non-standard munition With standard amunition, this weapon deals [[Image:Icon_piercing.png|100px]] damage.
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  • ...n circles around the mobs, herding them together to allow focussed [[AoE]] damage. The boss room can be cleared by two well-equipped runners of [[rank|combat ...negative effect that deals Energy and Poison damage over time. This unique damage over time effect can be removed with Decontamination [[Cleanse modules|clea
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  • With standard amunition, this weapon deals [[Image:Icon_piercing.png|100px]] damage. *High damage per bullet
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  • ...s devices can be found in the Bunker and in Tech Haven alike. They inflict damage by means of energy, but are not really a threat to any Runner. Normally the
    327 bytes (51 words) - 14:03, 24 March 2007

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