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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.
    2 KB (261 words) - 17:38, 27 October 2021

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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]].
    763 bytes (113 words) - 16:40, 3 January 2023
  • ...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.
    2 KB (261 words) - 17:38, 27 October 2021
  • 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
    987 bytes (156 words) - 23:10, 25 September 2012
  • ==Damage==
    335 bytes (38 words) - 14:47, 19 January 2023
  • 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.
    148 bytes (25 words) - 00:29, 25 September 2012
  • ...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>
    2 KB (257 words) - 00:19, 24 September 2010
  • 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.
    1 KB (237 words) - 09:00, 6 July 2021
  • [[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
    550 bytes (84 words) - 16:52, 3 January 2023
  • 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.
    1 KB (201 words) - 21:07, 27 April 2020
  • ...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.
    2 KB (391 words) - 10:58, 22 October 2021
  • 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.
    2 KB (307 words) - 16:29, 15 October 2021
  • 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
    2 KB (323 words) - 16:30, 15 October 2021
  • ...psionic spell disipates, or the time left that the runner is recieving the damage from the effect. *'''Burning''': [[Fire]] damage over time
    3 KB (398 words) - 16:20, 16 October 2021
  • ...es. Influencing aiming speed and precision, handling, range, frequency and damage of drones and their main prerequisite. | Damage || 70%
    415 bytes (52 words) - 19:39, 31 December 2022
  • 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.
    2 KB (332 words) - 16:28, 15 October 2021
  • ...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.
    1 KB (172 words) - 17:53, 22 October 2021
  • ...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.
    738 bytes (101 words) - 20:23, 5 June 2022
  • ...:Icon_fire.png|100px]] damage and additional [[Image:Icon_fire.png|100px]] damage over time. *High damage per hit
    2 KB (272 words) - 20:19, 14 October 2021
  • ...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.
    1 KB (208 words) - 22:35, 15 October 2021
  • With standard ammunition, this weapon deals [[Image:Icon_piercing.png|100px]] damage. *High damage
    1 KB (200 words) - 22:53, 25 June 2023
  • With standard amunition, this weapon deals [[Image:Icon_force.png|100px]] damage. === AoE damage falloff ===
    3 KB (403 words) - 16:34, 15 October 2021
  • ...apon deals [[Image:Icon_force.png|100px]] and [[Image:Icon_fire.png|100px]]damage. === AoE damage falloff ===
    2 KB (316 words) - 16:27, 15 October 2021
  • ...ls. Influencing aiming speed and precision, handling, range, frequency and damage of weapons and their main prerequisite. | Damage || 70% || 70%
    462 bytes (55 words) - 05:37, 29 December 2022
  • ...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
    2 KB (280 words) - 15:01, 16 October 2021
  • [[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.
    2 KB (345 words) - 20:57, 12 May 2022
  • ..., and handling. In case of Drones and Hacknet Software, it also influences damage. | Damage ||
    954 bytes (122 words) - 04:38, 29 December 2022
  • <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
    2 KB (336 words) - 15:52, 27 October 2021
  • ...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%
    995 bytes (147 words) - 05:22, 29 December 2022
  • == 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
    1 KB (203 words) - 21:07, 14 December 2023
  • ...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.
    3 KB (506 words) - 12:58, 23 October 2021
  • ...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%
    561 bytes (73 words) - 05:06, 29 December 2022
  • ...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>
    2 KB (257 words) - 13:15, 16 October 2021
  • With standard ammunition, this weapon deals [[Image:Icon_energy.png|100px]] damage. *Decent damage per shot
    2 KB (286 words) - 15:12, 4 July 2023
  • ...fect for '''8''' seconds, dealing additional [[Image:Icon_fire.png|100px]] damage over time. *Decent damage per burst
    2 KB (308 words) - 10:18, 15 November 2021
  • ...pon deals [[Image:Icon_force.png|100px]] and [[Image:Icon_fire.png|100px]] damage. *This weapon deals AoE damage
    2 KB (258 words) - 14:18, 4 October 2021
  • {{Item_DB_Item|name=Damage blocker}}</td><td> {{Item_DB_Item|name=Advanced Damage Blocker}}</td></tr><tr><td>
    2 KB (322 words) - 12:58, 18 July 2021
  • | Damage || 20% || 20% | Damage || 20% || 20%
    993 bytes (119 words) - 21:36, 3 January 2023
  • With standard amunition, this weapon deals [[Image:Icon_piercing.png|100px]] damage. *High damage per bullet and burst
    2 KB (228 words) - 18:00, 4 July 2023
  • = Weapon damage info = | Proportion of weapon families "capped" damage || TL% of highest TL in weapon family || a combination of weapon quality &
    2 KB (241 words) - 12:45, 31 August 2023
  • ...on deals [[Image:Icon_energy.png|100px]] and [[Image:Icon_xray.png|100px]] damage. === Raygun damage falloff ===
    3 KB (384 words) - 16:38, 15 October 2021
  • ...eals [[Image:Icon_piercing.png|100px]] and [[Image:Icon_poison.png|100px]] damage. *High damage per swing
    2 KB (238 words) - 13:55, 16 October 2021

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