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Guide to Planet Calypso ............................................................................................................. 1 1 About the Guide, Disclaimer .............................................................................................. 4 2 About Entropia Universe and play style............................................................................. 4 3 Mentoring ........................................................................................................................... 5 4 FAQ, general info and tips ................................................................................................. 8 5 Starting out, about the guide and hints to play without or just a small (monthly) deposit 11 5.1 Buy and dont buy list .............................................................................................. 12 6 Controls, useful actions and movement ........................................................................... 14 6.1 Turning around and camera angles .......................................................................... 14 6.2 The (hot-) keys and useful actions ........................................................................... 15 7 Key map and the HUD ..................................................................................................... 16 7.1 Key mapping ............................................................................................................ 16 7.2 The HUD .................................................................................................................. 18 7.2.1 The chat window .................................................................................................. 18 7.2.2 The Radar ............................................................................................................. 21 8 The action Library ............................................................................................................ 22 9 The Friend List ................................................................................................................. 24 10 The map ............................................................................................................................ 25 11 The inventory ................................................................................................................... 26 11.1 Items ......................................................................................................................... 28 11.2 Learning Bonus ........................................................................................................ 29 11.3 Limited items............................................................................................................ 29 12 Skills and Professions....................................................................................................... 30 12.1 Skills ......................................................................................................................... 30 12.2 Professional Standing ............................................................................................... 32 13 The Terminals .................................................................................................................. 34 13.1 Revival Point ............................................................................................................ 34 13.2 Storage ...................................................................................................................... 35 13.3 Repair Terminal ........................................................................................................ 36 13.4 Trade Terminal (or tt for short) ............................................................................ 37 13.5 Society Terminal and information about societies ................................................... 40 13.6 Non Player Characters, NPC .................................................................................... 46 14 Calypso with its continents and the space stations ........................................................... 47 14.1 Calypso ..................................................................................................................... 47 14.1.1 Eudoria ............................................................................................................. 47 14.1.2 Amethera .......................................................................................................... 47 14.1.3 The Spacestations ............................................................................................. 47 14.1.4 How to fly......................................................................................................... 48 14.1.5 The PvP zones .................................................................................................. 51 15 Teleporters, (tp for short) .............................................................................................. 52 15.1 TP coordinates for Calypso ...................................................................................... 53 16 The creatures .................................................................................................................... 55 16.1 The maturity ............................................................................................................. 56 17 How can I get peds? ......................................................................................................... 57 1
17.1 Depositing ................................................................................................................ 57 17.2 "Ingame" options for earning cash ........................................................................... 57 17.2.1 Sweating ........................................................................................................... 57 17.2.2 Gather fruit/dung or stones ............................................................................... 66 17.2.3 The Oil Rig ....................................................................................................... 68 18 Trading, tt+ and the % ...................................................................................................... 69 18.1 The tt+ ...................................................................................................................... 69 18.2 % of tt ....................................................................................................................... 69 18.3 Market Value feature ................................................................................................ 70 18.4 Trading ..................................................................................................................... 71 18.4.1 With other players ............................................................................................ 71 18.4.2 At Auction ........................................................................................................ 73 18.4.3 With shopkeepers ............................................................................................. 80 18.4.4 At shops ............................................................................................................ 81 18.5 Scamming prevention ............................................................................................... 82 18.5.1 The tt stuff scam ............................................................................................... 82 18.5.2 The technician scam ......................................................................................... 82 18.5.3 The borrow me please scam.......................................................................... 82 18.5.4 The business relation scam ............................................................................... 82 18.5.5 The improvement or paint scam ................................................................... 83 18.5.6 The Empty Skill Implant scam ......................................................................... 83 18.5.7 The limited (L) item scam ................................................................................ 83 19 Decay and Economy......................................................................................................... 85 19.1.1 Decay ................................................................................................................ 85 19.1.2 Economy (Eco) ................................................................................................. 85 20 The main professions and information about them .......................................................... 86 20.1 Hunter ....................................................................................................................... 86 20.1.1 Weapons ........................................................................................................... 87 20.1.2 Melee combat ................................................................................................... 90 20.1.3 Ranged Combat ................................................................................................ 91 20.1.4 Medic ................................................................................................................ 92 20.1.5 Armor ............................................................................................................... 93 20.1.6 Eco in hunting and the effects .......................................................................... 99 20.1.7 Summary, general hunting tips....................................................................... 104 20.1.8 Team hunting.................................................................................................. 105 20.1.9 Weapon progression and mob selection ......................................................... 107 20.2 Miner ...................................................................................................................... 123 20.2.1 How to mine ................................................................................................... 123 20.2.2 Mining Deed ................................................................................................... 126 20.2.3 Upgrading ....................................................................................................... 130 20.2.4 The depth ........................................................................................................ 131 20.2.5 Mining Amplifiers .......................................................................................... 132 20.3 Refining .................................................................................................................. 133 20.4 Crafter..................................................................................................................... 134 20.4.1 The preparation .............................................................................................. 134 20.4.2 The crafting process ....................................................................................... 135 20.4.3 The quality rating ........................................................................................... 138 20.5 Clothes, furniture and how to make them look different ....................................... 139 20.6 Colourer .................................................................................................................. 140 20.7 Material designer .................................................................................................... 142 20.8 Hair Stylist, Body Sculptor and Face Sculptor ...................................................... 143 2
20.9 Scanning ............................................................................................................. 144 Mindforce ....................................................................................................................... 145 21.1 General ................................................................................................................... 145 21.2 How to use Mindforce? .......................................................................................... 145 21.3 Using it ................................................................................................................... 147 21.4 The Mindforce chips .............................................................................................. 148 21.5 MF Eco ................................................................................................................... 150 22 Taming creatures ............................................................................................................ 152 Estates, land Areas, apartments and hangars .......................................................................... 156 22.1 General ................................................................................................................... 156 22.2 Land areas .............................................................................................................. 156 22.3 Apartments, Houses, Shops, Hangars .................................................................... 156 23 Skill chips ....................................................................................................................... 159 23.1 Chipping Skills Out ................................................................................................ 159 23.1.1 The process ..................................................................................................... 160 23.2 Chipping skills in ................................................................................................... 162 24 Beacon missions ............................................................................................................. 163 25 The Tactic for Non-Depositers ....................................................................................... 172 26 Some websites ................................................................................................................ 173 27 Some abbreviations ........................................................................................................ 174 21
3 Mentoring
Mentoring is currently disabled. I dont have information yet if it will be back or in what shape, nor about what happened with pre VU 10 disciples. I have chosen this to be one of the first points, because many people are either disappointed because they werent able to get a mentor before they were too skilled or because they chose a bad one, so I wanted to have a pointer for the mentoring at the beginning. What is a mentor and whats the use of one? A mentor is (or should be) an experienced (maybe long term) player who provides information, gives advice and answers inevitable questions which will occur. This information and advice will help you to avoid newbie mistakes, which can save quite a considerable amount of money. You often find that your mentor becomes a good friend in the game too and you might receive a society invitation. Either can be of huge benefit at this stage of the game. A newcomer can just have 1 mentor. What is a mentor not for? A mentor is not obliged to give any gifts or finance your game play in any way. Although thats not to say that a mentor wont reward you with any gifts, for example as you progress, it is just likely that those gifts will be more of a sentimental than a monetary value. A disciple should not expect any gifts though, since they are already gifted by the mentor spending his time giving him valuable information, which can prove more worth than any gift. Where and how can I get one? Mentors can usually be found at the main newcomer places, like the arrival area for newcomers in Port Atlantis or the Swamp Camp. So visiting those places and asking for a mentor would be a good start. Another option would be to check in a forum, like www.entropiaforum.com , where you can find mentor offers as well. So visiting those places and asking for a mentor would be a good start. Be sure to expect some kind of little interview in a private chat or in team chat, since some mentors like to see if the mentor and newcomer are compatible. Questions you can expect will be especially where you live and what times you play, to make sure that you and the mentor share a similar play time, maybe even the same language. Another question you can expect is if you plan to deposit some money into the game or if you try to do without. In any case, you should be honest and friendly. How much time do I have to find a mentor? A mentor can just add a newcomer as disciple whose graduation skills are below 20 points, which are: concentration, rifle, handgun, long blades, short blades, power fists, prospecting, surveying, first aid, engineering, make textile, colouring. Other skills like sweat gatherer and other skills which arent mentioned above are not 5
relevant in being too skilled for a mentor. What does a mentor get from helping newcomers? Although it is nice to think that mentors are helping newcomers because of kindness and helpfulness, which amazingly, is indeed the case for many (and if you find such a mentor you can be sure you receive some help), it may not be the only reason why you may be approached by someone offering you mentorship. A mentor will receive a gift with a value of 0 ped tt when the disciple reaches the required amount of points in one graduation skill and is released with the claim reward button. In most of the cases this gift is pretty useless and worthless stuff. Since they come with 0 ped value they had to be sold to other people to have a monetary gain of it, which is hard enough. It is quite likely that the mentor and the disciple will have better items on the graduation already. However sometimes the mentor gets lucky and the gift can be worth quite some peds. If you meet a mentor who is basically after the gifts, you should be careful. You should be careful however, since some people are just after the gift without even the interest to help a newcomer. Those either wont give information or not useful one, for example advice which pushes you to graduate fast, which can be a very expensive thing to do. What should I look out for when taking a mentor? You should avoid accepting the first mentor offer you get and rather try to get a chat with the possible mentor and dont accept someone as mentor who doesnt even answer your questions. Also, a genuine mentor wont ask you for your cash or something. Although many mentors are kind people, there are a few rotten apples who try to take advantage of the trust a mentor status may include. You should look for a mentor who plays at similar times as you do. If mentor and disciple never or rarely meet, the mentor wont have much opportunity to help you, nor will you be able to ask questions. Combined with that you should inform yourself if the mentor is active or rarely logs in. That doesnt have to be bad, but some kind of email or msn contact should be given in this case (verify if it works). You might also ask how long the possible mentor is playing already. A 1 week old player wont be experienced enough to help much, even if he wears a shiny armour.
When should I kick my mentor, how and how long does it work? The important part: you can just kick your mentor until you reached 20 points in any graduation skill, after that he cannot be kicked anymore by you. However, he will still be able to kick you, but if he is after the gift it unlikely to happen. You couldnt take a new mentor anymore with more than 20 points in a graduation skill as well. Be aware of people who may use the mentor position for trying to scam you, with a 6
possible trust bonus the mentor title would give. So a mentor shouldnt ask you for peds or ask you to sell stuff to him way cheaper and so on. If a mentor wants your peds to buy stuff for you, rather ask what stuff you need and buy it yourself. A mentor should be kicked if he doesnt provide information, doesnt answer questions, or insults you, or otherwise said, he doesnt care about you at all. Also the accept disciples by the way type of mentor, who runs from newcomer to newcomer, sending as long mentor offers until it is accepted, but wont even care to chat with you, let alone answering questions, will usually be a mentor you wont want to have. Those are basically after the mentor gift without a real interest in helping out. Another possible reason to kick a mentor is if you rarely meet due to different playing times, which could be solved with some other contact option though, like email. To kick him open your action library (should be the key Y), go to the last page of the system section and click the mentor and disciple action. Now you should see the name of your mentor. When you press the boot next to the name, he will be gone. Of course a mentor can be nice to you below the 20 points and above he will turn into the biggest *censored* you have ever seen, but to lower this risk a bit, ask a lot, and see if he answers and how. Do I have disadvantages from a having mentor? You cant use skill implants, neither the ones to extract your skills to a skill chip, nor the ones to increase them (see the part skill chips). However, you can use mind force chips, such as teleport and heal chips. Actually, when you plan to graduate in concentration, you most likely have to use mind force chips. A graduation in concentration is not advisable though. When will I finish my discipleship? You can end your discipleship by kicking your mentor, by being kicked by your mentor or by reaching the required points in at least one of the required graduation skills and be released by the mentor. When you reach the skill requirement, your mentor will get a small claim reward button next to your name in his disciple list, and when he clicks it you are officially graduated. It can take a day or two until this button appears, since the list isnt updated in real time. How can I become a mentor? This will need 100 points in at least one of the graduation skills, but I really recommend you wait longer, until you can be a real help. Mentoring can be very disappointing, because many disciples quit before graduating and if they graduate, you will receive a crappy gift most likely, but as mentioned already, the main part should be helping newcomers, not to receive gifts. A mentor can have maximal 100 disciples at the same time.
What can I do with the health bar? Basically the same as you can do when you click at the object itself, but you dont have to see it necessarily. By a right click a window with interaction options will open depending on the item you carry in your hands. (sweating, healing, and attacking). A left click will use the item without the option window, loot dead mobs, etc. Remember that there is (at least at the moment) no auto aim, so if you shoot by clicking on the health bar you will likely miss if you havent aimed well on your own before. Will the repair status have any influence on the efficiency of weapons/tools or armors or the look of clothes? The repair status of weapons or tools has no effect on its efficiency. Armors give less and less protection the more their repair status decreases. Exception is limited armor here, which keeps the protection until it is broken. The downside, it cant be repaired. The look of clothes depends on the repair status as well, repaired clothes look better. Will just full armor suits matter or are single parts hit? Hits will always be on one part of your body/armor. So if you just wear a harness and the mob hits the arms, you will receive full damage. If it hits the harness some damage will be absorbed. When I log off, where will I start when I come back again? You will log in at the same place where you logged off. Of course, if you are unlucky, some creatures chose exactly the place where you logged off to take a rest. Means, cities are safer to log off. Are there any other cities, how can I reach them? Plenty of cities and outposts. Unfortunately you have to run to most of them, or use a teleport chip. You should try to reach the cities and outposts with Teleporters (see Teleporter section). After you discovered a Teleporter you can teleport to this location from any other planetside Teleporter again. I heard about another continent, do I have to swim to it, or how can I reach it? Go to a Teleporter, use it and you will see some teleporters in the opened map. You should have at least one TP on Amethera and Eudoria per default. Other people are faster than me, why? Either you have too heavy items with you or the other person has a higher agility. Agility is an attribute and determines your run speed. What can I do if I am too heavy or to rise agility to become faster? If you hunt and mine for a while, all the ore, enmatter, hides, etc will stack up and become quite heavy. You can refine those to reduce the weight by using a refiner matching your goods, so an ore refiner for ores and stones and so on. When you refine the tt value of that stack will stay the same, just the refiner will decay a bit. 9
Agility can be increased with skilling in hunting, tailoring, or defence; but not with running around. What do coordinates and MA time mean? You can see your coordinates displayed in the all chat by pressing P, they will show your position. You can also see the coordinates of a map location when you move the mouse cursor over the map, to find the location of Teleporters for example. The MA time you can see by pressing U (old key for this was C) which is basically interesting to arrange a meeting for different time zones. It equals GMT/UTC. How can I withdraw money from the ped card/how can I divide stacks? Right click at your ped card or stack and choose Extract PED/PEC or Split. How can I get more information about the items in my inventory? Right click at them, more in the Items section. How can I separate attachment and equipment? Right click at the item and select Detach attachments. I cant drag my loot from the loot window to the inventory, how can I do that? The loot is automatically placed in your inventory; the window just informs you what you got. Hunting loot and sweat is usually placed in the Material section. Im stuck in a wall/pit/cant move at all, what can I do? Press T and a 60 seconds timer will start. After this time you are teleported to the next revival terminal. I got a message about a place where oil can be picked up, should I go there? That is the oil rig and you definitely shouldnt go there. It sounds much easier than it is. I explained more about the Oil rig in the Ingame methods to get cash section in the guide, but for short, simply dont go there. Can I be looted in PvP and all my items are lost? You cannot be looted in all PvP zones but 2 and there you dont lose all your items, just stackable items like ore or hides. You have to buy an anti toxic shot before you are able to enter it, also you get a warning shortly before entering and one once you entered it, so it is hard to enter it accidentally. Where can I sell my sweat? NEVER sell sweat to the trade terminal, always to other players. You should try the main sweating and trading places to find buyers. I cant find my items, where are they? Scroll down to the bottom of your inventory and see if you can find them there. If not, try to log off and in again. What is a Global or HOF? A global is a loot equal or higher than 50 ped, which is displayed in your chat. A HOF, a Hall of fame entry happens when this loot was higher than the last current place in the hall of fame at that time. 10
5 Starting out, about the guide and hints to play without or just a small (monthly) deposit
When you start in this game you have, unlikely other games, basically nothing except some basic clothes and shoes which arent even repaired. If you take them off you cant take them on anymore before repairing them at least a bit, a full repair will bring them to a bright orange with a black stripe. To get going, you will need the in game currency PEDs, which can be easiest obtained by just depositing some real money into the game which exchanged at a 1$=10 ped rate. This also works the other way around, so unlike other games you are able to sell acquired items and even skills later on for peds and withdraw the money again. May be (much) less than you totally deposited, but can also be more. In either case it is an interesting fact that if you want to quit you can get some money back at least. My main focus is usually to preserve the money of my disciples, so this guide also tries to point towards a more economical way of doing things. But to preserve money, you first have to get it. As already mentioned, the fastest and likely even best way to get some peds to start with, especially considering the time needed for the other options, is depositing real money. The warning here again, dont deposit what you cant afford to lose. In the best case you dont lose it at all or very slowly, but rather expect to lose and just deposit 10$ instead of hoping to become rich and lose 100$. Another way would be to gather sweat and sell the acquired bottles to other players, a rather time consuming and badly paid method, but at the moment the best one to start without depositng. Sweating and the other options how to get free peds fairly regularly are described later in the guide in an own section. The problem is, even once you have peds to hunt for example, the payback will be on average below the cost you invested. So say you go out and use 100 ped, your loot may just be 80. However, most of the things you looted will have a mark up, which other players would pay for it. This mark up can turn a loss run to profit, so generally, you should always try to go for mark up items, the better mark up the better. Try to avoid selling items to the trade terminal when you can and try to sell at mark up, maybe keep them a bit longer until you have a useful amount to put into auction, to make the fee worth it, may sometimes just be a ped profit or 2, but if you started as sweater, you likely know that 1 ped can be a treasure already. You can also try to start trading, buying the stuff other players would sell to the trade terminal else for a bit higher mark up and sell it again for higher. Either will stretch your peds. If you are a hunter, you may sweat the mob until it attacks and get some sweat bottles maybe, which will count to your payback. Another warning, dont push it. If you lose and lose on your runs and think I bet the next loot will be huge, this may be, but maybe not either. It can be rather risky to play with that attitude. In my experience, loot evens out more or less after a while, usually below the cost you spend on getting it though. To help the start confusion a bit, here a first buy and dont buy list.
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Why not cruel protection (1-2 health points absorbed, and you even have to pay for it) 12
Maddox I FreanD Alpha BLP Pistol blp handgun EWE EP-13, EP16 A3 Punisher MKI Jester D1 Man MPH
bad economy, not even nice sound cant compete with the Opalo cant compete with the M2100
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When you hover your mouse over the symbols you can see what actions they execute. To change the keyboard map setting, you will need the edit panel, press L to open it, alternatively you can click at the button in the upper right corner of the keyboard map. The Edit Panel will open along with the icon trashcan.
The buttons in the edit panel will, from left to right Open/Close your keyboard map Open the Action Library, default key is Y, which contains all the actions you can perform Will Open the inventory, default key I Resets to default action settings, your changes will be lost. An open edit panel will allow you to drag and drop the highlighted actions on your keyboard map. These actions belong to your current key set, which can be changed via the F-keys. If you pull one action to the key of another, they will switch the places. Actions can also be placed on the free keys without actions assigned to them yet. You can find more actions in your action library, should be the Y key per default and you can drag usable items such as weapons to keys of your choice as well. To delete an action symbol drag it to the trash can. Items and actions symbols can also be dragged to your screen, moved around on your screen and deleted with the trashcan by drag and drop.
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The keys which arent highlighted belong to the global keyset, the keys of which are applied to all other keysets, for example the walking actions. Editing the global keys will be a bit harder. It will require an open edit panel, which allows you to change your action set panel, usually found in the upper left corner, showing your current layer, to the global keyset layer. The global keyset is indicated by a star, so just click the arrows until you find the star, like this:
The 3 squares in the action set panel are used to open/close the edit panel. The global keys will light up and your keyboard map will change from something like this:
Now you can edit the global key set. You may also have noticed the mouse button map, which is used to edit the mouse button the same way as the keyboard map, except the left and right button.
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The buttons in the lower left part of your chat window are used to filter your chat and allow you to hide the different chats. To (un)hide the chat, click at the button matching the chats colour. From left to right: Local chat, just local chat from inside your radar can be read, everything else is out of range Trade chat, same range as local chat Society chat, can just be read by society members, no matter of location Team chat, can just be read by team members, no matter of location Event chat, just works in the event area of the event you are in Global messages, if you disable it, you cant read the global messages anymore Skill messages, the green chat informing you of skill gains Damage messages, the damage dealt, either by you or an attacker, will be hidden All other messages, e.g. message someone in your friends list came online, creature doesnt provide any further sweat
will:
-inform you about incoming messages, like this info messages or private messages -open the typing field, so you can write in the chat, you can also press enter -Resize the chat window, left click at it and hold the mouse button and drag the mouse to resize the chat window.
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To write in the chat you can either click the Start/Open chat button (see above) or press enter. The typing field will pop up below the chat and you can enter your message.
Along with the typing field, 4 new buttons appear as well. With those buttons you can determine in what chat you want to write, in this picture the message will go to the local chat. When you change your chat with those buttons the next messages will all go into that chat, so you dont have to click change the chat all the time if you want to stay in society chat for example. Instead of using the buttons, you can also write /l for local chat and type your message, /tr for trade, /s for society, /t for team and /e for event to address another chat. Usually thats just used for single messages though, as it becomes annoying after a while. To send the message you press enter again. Your last written messages will be saved temporarily and you can switch through them again by using your up arrow key. Once the message is sent focus will stay in the typing field, so you can write your next message right way. To leave the chat and close the typing field press escape.
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Here you can see the name of the weapon/tool in your hands. This is the health bar with your name the money on your ped card This is the reload bar and your amount of ammunition/bombs/probes/mind essence (just if the weapon/tool needs it) You can just use a weapon/tool when your reload bar is filled and the required items (bombs etc.) are in your inventory. This dot shows if you are in a PvP-zone
With this button you can set the north of the map at the top, your direction will be indicated with a triangle
green is safe
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Aggression radius for some tougher mobs, like Atrox (Around 105m) Aggression radius for weaker mobs (around 50m), the white line marks it. The north will always stay on top of the radar when you click here
The colour of the dots shows what is close to you: Red Blue Light Blue Orange Green White Yellow Violet living mob dead mob Teleporter NPC (Non Player Character :Shopkeeper, Weapons trader, civilian ) other player (alive) other player (dead) team member, or tamed animal (pet) society member
Most mobs will attack you when you come too close. For most mobs this aggro range is around 50m, so everything inside your inner radar circle will likely attack you soon. Some (often tough) mobs have a higher aggression radius so they will recognize and attack you from farther.
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To turn the pages you can click on the border of the page and drag it over, click at the tabs below it or the << and >> buttons. I will explain some of the more important actions here, as long I dont have an own section for it later in the guide, like the map section. I will start with control section in the action book. You can find basically movement commands here, but also unequip tool. I think this is a very important action, since it makes you holster your gun/tool when you dont need it. That way you will not shoot accidentially and waste ammo. Another interesting action is Toggle Auto-Use Tool, which will keep on using the tool once it is reloaded, using the action a second time will disable it. Next is the system part. You can find several other possible windows to open. Best we start from top. The action library you are looking at at the moment, but if you ever delete it from the key it is per default, you can find it here to remap it. You can open the action library also with the action library symbol in your upper right part of the screen or a button on the edit panel. 22
In the avatar info screen you can choose which one of your names will be shown in chat and above your avatar. The dashboard hides the chat and the radar, which is especially interesting if you want to take screenshots. Desktop icons will make the icons disappear. The EU transfer center can be used for depositing. Exit EU will open the exit window. When you confirm a 20 seconds timer will appear. You can wait until it reaches 0, or click exitand EU shuts down immediately. However, your avatar will still stay for the whole 20 seconds in game before it disappears, so you may receive damage or be interacted with until those 20 seconds are over. The key map setskeys are placed on the F-keys per default and allow you to switch through the different key sets. The revival action, default key isT, will start a 60 second timer after which you will reappear on a revival terminal. This doesnt mean you come to the closest revival terminal, it can also mean you come to an outpost surrounded by big mobs you cant escape that easily for a while, if the revival area of the outpost is responsible for the area you are in. When you press T while you are dead the timer will have 10 seconds usually.
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To add people to it you have to select them and use the add as friend action to send a request to add them to your friend list, which can be denied.
You can right click a name in your friend list to open a menu with options, for example sending a private message, renaming or deleting the name from the list. You can have up to 80 people in your Friends List and it has a search function as well. If you are in a chat, you can press esc to leave it but keep it open. This allows you to hunt even if you are in a chat. You can also drag the health bar from the people in your Friends List on your screen. Click at the name, hold the left mouse button, and move the mouse.
The little flash shows who is online, red means offline, green online. If the person enters your radar range, the Health bar becomes green, and if click at the bar to select the person, you can see a frame surrounding the person, even through walls. Friends who are online are automatically set on the top of your list.
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10 The map
You can see the map by pressing m.
On the location list you can see the cities, Teleporters or estates you have already visited. Most outposts will be added to the map as well. You can hide e.g. the cities if you press the buttons on the top. You can also hide your locations on the map. Different locations characteristics: Blue blinking circle Blue Small Circles Orange area Your position Teleporter Cities, estates, etc. PvP zone (Eudoria, the PvP in Amethera is not marked, because large areas there are PvP, but you can still see it in the figure close to your HP) Contaminated Zone (you can be looted!)
Red areas
To map can be zoomed by scrolling your mouse wheel. Right you can see the info part of the map, showing info about the selected location. You can see the coordinates of the mouse cursor also. (With the Teleporter coordinates later in the guide it is quite easy to find them). If you double click you can move over the map, or click and hold the mouse button and move your mouse.
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11 The inventory
You can open your inventory by pressing i. The left side is used to store the items you take with you or find on your journeys. Items you have equipped currently will show a small hand in the upper right corner of their picture. You can equip items by right clicking at them and choosing equip in the menu, or by binding them to a key, see key-mapping above. On the right side you can access the different categories of your inventory, see picture. At the bottom you can see how many items and what weight you carry and the current amount of money on your ped card. The buttons below the sections are used to:
Sort your items in the best room saving manner. Dont click this if you had sorted the items in a certain order before, for example all armor pieces of your hunting armor together, because the order will be lost then.
This will show you all equipped items in a section. Say you have 2 armor sets, 1 you wear. When you click at this, the one you dont wear wont be shown.
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The Item Info will be explained in the next section and the Market Value in the trading section. Split will allow you to divide one stack into two separate ones:
You can use your num-pad to determine the amount as well as clicking the arrows. The Merge All is the opposite and will combine all stacks of the same kind to one. Unequip/Equip applies for usable items like weapons and tools. Detach attachment will take your attachment of the item, like the plates off of armour.
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11.1 Items
You can find many items in EU and this will just be short overview. Usable items like weapons or FAPs can be dragged to the keymap. There are - Crafting resources like ore ingots, also wool for tailoring - Weapons like Sollomate Opalo - Tools like enmatter detectonator - Ammo like Medium Weapon Cells, - Mining ammo Bombs/Probes - Unrefined resources like animal hide, enmatter, ore - Food fruit, nutrio bars - You can see a more information and statistics of the items if you right click at them. With this nail you can make the window sticky. That way it wont close when you open a new window, so you can compare items.
For basic information like the trade terminal value. For detailed information like ammo burn, see above. For a description of the item Market value, shows a list of prices this item sold for buying the item; cancelling, setting the price (all 3 for shops), and pick item up
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There are symbols to detach attachments, equip/unequip as well. If you click the arrow, you can click at item view options (show item, rotation and an option to see how it will look when the item is used.)
You can hover the mouse over the value bar to see the remaining % of the item, which is especially interesting for limited items (see below).
Most repairable will Never grant SIB. Some exceptions exist though. The trade terminal weapons have a learning bonus and can be repaired. Mining equipment usually gives learning bonus if your skills are high enough. But usually items with learning bonus are limited. Dont overestimate the skill increase bonus though. The main use of SIB does not come from more skills, but from the possibility to max the item, which allows you to use this at an efficiency you couldnt have with a SIB Never item for a long time.
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The yellow bars show how close you are to the next rank up or the next skill point. The star button at the lower right will open your profession list. There are a number of locked skills when you start. These can only be unlocked by reaching the required profession level for them. For example the Marksmanship skill requires level 10 in either a ranged hit or a ranged damage profession. Once unlocked it will then start gaining skills whenever you use a ranged weapon and will contribute to those job professions (which will be discussed in the next section of the guide).
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Several of your skills will contribute towards your total health (HP), some of them more so than others. The following list shows how much each skill provides towards your hitpoints total. Obviously the skills that need fewer ranks to provide points of HP have more influence on your total than those which need a greater number. *Commando gives 1 HP per 200 Levels Courage gives 1 HP per 320 Levels *Coolness gives 1 HP per 400 Levels Athletics gives 1 HP per 533 1/3 Levels Melee Combat gives 1 HP per 533 1/3 Levels Dexterity gives 1 HP per 800 Levels *Combat Sense 1 HP per 800 Levels Perception gives 1 HP per 1600 Levels *Serendipity gives 1 HP per 1600 Levels Combat Reflexes gives 1 HP per 1600 Levels Handgun gives 1 HP per 1600 Levels Rifle gives 1 HP per 1600 Levels Weapons Handling gives 1 HP per 1600 Levels Drilling gives 1 HP per 1600 Levels Mining gives 1 HP per 1600 Levels Prospecting gives 1 HP per 1600 Levels Surveying gives 1 HP per 1600 Levels * - the skills with stars are locked when you begin the game and need to be unlocked for you to receive benefits from them. If you were to have 800 points in drilling and 400 points in dexterity you would have a full HP point from this. You do not have to get each skill increased by the amount stated for them to have any effect.
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The profession levels are based on the skills related to them. The "Laser Sniper (Hit) is based on Rifle, Laser Weaponry Technology, Aim, Dexterity, etc. Each of those skills will have an influence on the professions it is related to. This also means that when you get points in the Aim skill, not just the Laser Sniper profession will increase, but also Plasma Sniper, BLP Pistoleer, and others. Basically, any profession Aim is related to will increase a small amount when you gain a skill in Aim So the profession levels are a summary of your skills more or less and will determine how efficient you can use weapons/tools/etc. For example the Opalo laser rifle will have a maxed hit ability of 10/10 at level 5 in Laser sniper hit and a maxed damage range at level 5 in Ranged Laser (dmg). You can max the Opalo without ever using a rifle at all theoretically, when the related skills push you to level 5.
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The calculation of the profession level from your skills is a bit complicated. Here is a little example to explain how it works. First of all, you need to know the influence of the skills to the profession you seek. The Laser Sniper (Hit)profession is based on Rifle skill, Laser Weaponry Technology etc. The rifle skill has the most impact on this profession and contributes 39% of its skill points towards it, while LWT contributes 14%.
Now imagine you have no skill points at all, except 1000 points in rifle. Rifle contributes 39%, so a contribution of 390 profession points. Now you divide those profession points by 100 and you know how many levels the Laser Sniper profession would receive from this skill. Rifle contributes to each sniper professions, so the effect from 1000 points in rifle will be 3.9 levels for all other sniper professions as well. In this example you would be a level 3.9 Laser /BLP/...sniper. You can find out how many percents the skills contribute to a profession on www.entropedia.info by the way.
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13 The Terminals
Most terminals can be found at every outpost. The society terminals arent that common, but every town has one at least. I will count the storage, weapon trader, armorer and technician as terminal as well, since they act similar. All can be used with a right click in first person mode or a left click in third person mode.
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13.2 Storage
The storage can be found in towns usually. When you use it a window shaped like your inventory will open and you can place items you dont currently need in there. No one else can open your storage and it is free to use it. You can access your storage items from any storage, no matter in which one you placed them first. It is useful to place ores, enmatter, ingots, weapons, armors etc. you dont need at the moment in it, to keep your inventory clean and avoid a high weight.
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The slider determines how much you want to repair the item, default is 100%. The buttons are used to repair certain items at once, so you dont have to drag them into the window one by one, say all your damaged armor parts. Beware here a bit; if you looted say armor on your hunts and click too fast, they will be repaired as well. Quite every item decays and becomes unusable when the value is too low. For many items this border is 3% of its max tt value. Say an item with 30 ped max tt becomes unusable at 0.90 ped.
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The trade terminal is divided into 2 sections, buying and selling. In the buying section you can choose the item and quantity you want to purchase.
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You can drag the stuff you want to sell to the big window in the selling section of the trade terminal. But be careful what you put in there, be sure you dont drag expensive stuff in here you will regret if you sold it to the tt.
the items you dragged to the sale window are listed there again to be checked if nothing is in there you may want to keep. Check again if you really want to sell the items before you confirm.
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When you use a society terminal without being in a society, you will see this (the info you get by hovering the mouse over the buttons):
There are 3 ways into a society and for 2 you will need a society terminal.
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1. Creating your own one. This might not necessarily be the best idea when you just started, but it is an option. If you want to create an own society, click the button and you will see this:
You can fill the fields as you wish, and also select your activities, like hunting animals. The hierarchy template will determine the names of your ranks. The society will be in a pending state for 7 days. In those 7 days you have to get and keep at least 5 members, else the society will be disbanded again. After this pending state is over, the society will be accepted and permanent, no matter of member count. You will become the leader of the society of course, hence having all rights you could possibly get. 2. Writing an application This can be done at the society terminal as well. You find a society that sounds fitting, either by using the letter field, by using the search function or by speaking with a member of a society to inform yourself about it. It is quite unlikely that the most skilled or most members societies will accept you, but either of those options will give you a list of societies too. In that list you will see the names of the societies, the amount of members they have, if they allow to see their Rank info, member list, society info
is visible, 41
If you informed yourself enough about the society and the society accepts applications you can write one.
It is useful to have something interesting written, to convince the leaders to take you. 3. Being invited A society member might also approach you and offer an invitation to the society.
You might consider speaking to a person who wants to invite you into their society first though; maybe they just want to gather members so their society isnt disbanded. If the society you just joined doesnt fit to you, you can leave it anytime as long you arent the leader of it. If you made a mistake you can write a new application (or get an invitation) at the same day. If you had been dismissed, there would be a time limit of a day until you can write a new application again. Once you are in a society, you will have a certain rank. The higher your rank, the more rights you have regarding the administration of the society.
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Before we come to the rights, first, the rank names of the different templates:
Template Military Miners Hunters Mercenaries Order Scientists Outlaws Security Explorers Traders Mystics Basic Corporate Crafters
Rank 6
General Mining Director Great Hunter Captain Master Professor Boss Guardian Commande r Expedition Leader Merchant Prince High Mindtropian Society Leader CEO Crafting Administrat or
Rank 5
Colonel Mining Foreman Elevated Hunter Advisor First Circle Assistant Professor Counselor Guard Commander Expedition Advisor Merchant Mindtropian Leader Advisor Vice President Crafting Foreman
Rank 4
Captain Senior Miner Senior Hunter Group Leader Second Circle Senior Researcher Hitter Senior Guard Senior Adventurer Shopkeeper
Rank 3
Sergeant Miner Hunter Veteran Third Circle Researcher Thug Guard
Rank 2
Private Junior Junior Hunter Grunt Fourth Circle Junior Researcher Hood Junior Guard Senior Traveler Junior Trader Mind Neophyte Learner Employee Junior Crafter
Rank 1
Recruit Mining Learner Pupil Rookie Initiate Student Punk Watchdog
Adventurer
Senior Trader Essence Essense Channeler Follower Professional Worker Division Manager Senior Crafter Department Manager Crafter
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Rank 1 As soon you joined a society the society terminal window will change a bit.
Some of those buttons you can use at the beginning already. A rank 1 member can watch the society info, view the member list view your info, check the land areas of the society (if it has any) and leave the society. In the member list they can add other members to their friend list and view their info.
Rank-1 members are also able to set themselves as possible leader candidates and vote in a leader election as well.
Rank 2 Members of Rank 2 gain the ability to edit their member info.
Rank 3 Rank 3 members gain the ability to promote Rank 1 members to Rank 2 in the member list.
But that is just an invitation, which substitutes the application. They have still to be accepted by a Rank 5 or 6 Member. Rank4 Can promote from members to max rank 3 and gains the ability to read the society log.
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Rank 5 members gain the ability to promote members to max Rank 4. They also gain the ability to demote and to kick members up to Rank4.
Additionally, they are able to change the society info, public member and rank info and determine if the society accepts applications or not.
Rank 6 The leader cant leave the society unless another leader is chosen, has the right to dismiss, promote or demote any member of the society, can initiate the society disbanding process, which can be cancelled for 7 days. The leader can also set the society attitude to others societies to friendly, hostile or neutral, by searching for a soc on the soc terminal and changing the attitude in the info window of the society. This doesnt have a real effect instead though. The first leader of a society will be the founder. A new leader has to be elected. Every member of the soc can give a voting for the new leader and the member with more than 50% of the votes will win.
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14.1.1
Eudoria
It has 3 PvP zones, where you can be shot from other players. Beside the 3 big PvP zones, you can find the octagon ring in some towns and even outposts, which are also PvP zones but just small ones. There is also an oil rig which is producing oil barrels every couple of minutes. The oil rig is explained under the point ingame cash.
14.1.2
Amethera
Its bigger than Eudoria, and large areas of it are PvP-zones, just the areas around the revival terminals and Teleporters are safe per default. Also there are several land areas (LAs) owned by players or societies. Most of them have taxes for mining and hunting, but if you search special creatures, a land area is often a good place to find them. Most LAs wont have PvP enabled as well.
14.1.3
The Spacestations
CND CND is divided into areas, each one with a TP you have from the beginning.
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the control room, to find a ride back and where you may find traders the main complex with shops the Bio domes for hunting and mining, 2 TPs on each side the docking bays, where the docked ships can be found the apartments and the disco
Storages have been added to CND at VU 10.0, if those will stay however is unsure. The spacestation has apartments you can buy as well, where you can store your finds You can sell them at CND of course as well, where most traders pay less than on planet or go back on your own back to sell there. The Auction wont work really as well, because it is limited to CND more or less, which is another disadvantage. You might have noticed a few auctioned items with transport fee already on the planet, those were put into auction at CND. If you are at CND, anything from the planet will have a transport fee, thus making many of these things overpriced.
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The bio domes for hunting and mining are like land areas and there will be taxes usually. For hunters CND offers 2 creatures you cant find at Calypso currently: the Daspletor and the Cornoanterion. Both quite hard, you need quite or very good equipment to kill them. But it also has several mobs you can find on the planets in better density and/or higher maturity sometimes. Miners in CND will face a lower radius of their finder, less claims found generally, but the claims will be bigger. Crystal Palace NOT AVAILABLE AT THE MOMENT CP is divided into domes, with different maturities of the 2 special mobs you can just find here: Aurli and Kreltin. Both are quite hard to kill and a useful armor combinations tends to be gremlin and 5b plates (kreltin deal partially acid damage) and a good damage/second gun. You cant mine at CP, so for miners its quite uninteresting. A TP in CP can take you back to planet for a 10 ped fee. In CP is no storage either.
14.1.4
How to fly
FLYING IS CURRENTLY DISABLED; TO GET TO CND GO TO A TELEPORTER AND CHANGE CALYPSO TO ASTERIOD. You cant teleport to the space stations and have to find a pilot with a ship and fly up with him. Prices differ, but to Club Neverdie the common price should be 15-20 ped. A good place to watch out for pilots can be Twin Peaks. If you want to fly up, you buy a ticket. The pilot will add you to his/her Friends List, so you are able to enter the hangar and the ship. Usually the meeting will take place at the hangar, so I recommend you have most tps, especially the ones near hangars, like Echidna. If you still feel the pilot could scam you, ask to enter the ship before you pay.
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When you have paid search a seat in the ship, and sit down.
After you sat down, you search the red button to activate the HUD. You will die when you dont have the HUD activated or leave the seat when the ship starts.
The HUD will show you the view outside the ship, and also the seats in the ship in the upper left corner.
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The dots represents the seats, the colour if they passenger is ready, took the seat and activated HUD (green) or not (red). When all passengers are ready the ship is launched by the pilot. In a few seconds you will arrive at your destination. But beware, once at a space station you have to come back again (at least if you want to), so you may need a ride back. Cost for the pilot: - A round trip from Amethera or Eudoria to CND costs 80 ped; 48 ped tt of oil, and 32 ped chip decay - A round trip from Amethera or Eudoria to CP costs 20 ped; 12 ped tt of oil, and 8 ped decay on the chip (see this thread for more: http://www.entropiaforum.com/forums/estates/86766-basic-hangerpilot-tutorial.html)
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14.1.5
In the PvP zones you can be shot from other players. Of course, you can shoot back too. You cant be looted, means you wont lose money if killed in all PvP zones but two. One of them is south of Echidna, north of Pandora in Eudoria. The second is east of Myrene Island and west of Akmuul Island. Before you can enter this you will get this message.
You cant enter it without an anti toxic shot, bought at the tt, so there is no risk you could enter it accidentally. If you do, you are warned again.
When you are shot in one of those zones you will lose the stackable items in your inventory, such as animal oils, ore, enmatter, etc, except ammunition and mind essence. You wont lose items such as faps, armour, weapon, or tools.
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To add a new Teleporter to your map you have to walk close to it. Once activated (means you see it on your map as blue dot), you can teleport to it from any other Teleporter. It will save a lot of time if you collect all the tps, or at least those which are near the locations you want to hunt or mine. To teleport, walk into the tp and right click at it. The map will open. You select the tp at or near the location you want to go, click at the teleport button which lit up and you arrive there soon. First I will have a list of the Teleporter Coordinates in alphabetical order, after that suggested routes, doesnt mean those routes are too save, but they are mostly based on proximity, in case you dont have many Teleporters yet and dont know where to start.
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Notus Nymphtown Omegaton West Habitat Orthos West Mound Osere Oshiri Hearts Oyster Island Port Atlantis Port Atlantis Mall (top floor) Reis Defense Sakura City Segna Forest Shinook Jungle Silver Ridge Skiron Solfais Crater Timbesha Treasure Island Castle Treasure Island City Treasure Island Northern Shores Tukar Twin Peaks Twin Peaks Mall (top floor) Wolverine Hope Zephyrus Zychion Citadel TP with bugged name, atm honuri
66756 87072 25662 64089 81183 21810 21338 61497 61489 37098 39672 18516 27811 33008 59088 21304 31290 37088 35141 40269 85590 77777 77927 37775 69998 69479 80742
70139 78480 37647 77115 72677 61326 34879 75172 75416 29188 30222 44411 50922 37893 84431 53841 43622 53135 49845 55498 75781 76673 76540 46937 66930 77401 91843
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16 The creatures
I will give some general information about the creatures or mobs here. Suggestions what mobs to hunt with which weapon can be found in the hunting section.
You can drag the health of creatures to your screen, simply click at it, hold the mouse button, and move the mouse.
Some creatures have more than just the health bar. It indicates that they are tameable. All creatures have an attack range of at last 1 meter, and if you arent fast enough to escape in a straight line, you arent able anyway, so running from left to right will just lead to more hits taken, and if there is someone trying to help you, this person isnt able to hit the mob or heal you. So if you are running away, run it straight. Mobs that are trapped (those cant move towards you or cant reach you, either because something is blocking them, or they stop because they are attacking with ranged weapons (trapped ranged mobs are a bug)) dont take damage and dont provide sweat! If a mob is trapped you should try to get hit by it, usually you can damage it again then. The mobs have an own regeneration as well, some even in very fast intervals.
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weak
tough
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17.1 Depositing
In most other games it isnt allowed to sell ingame currency for real money, since that would destroy the balance, but here, it is an essential part of the universe. You can deposit real money into this game and change it into the game currency, called peds, 1$ is 10 ped. So if you are bored with the ingame options like sweating, or want faster advancement, a new item or more peds for trading, depositing may be an option here. Considering that 10$ are 100 ped and a game in a store would cost you like 30$ and above, this would give you a quite considerable starting sum here. Although, when you deposited, think first before you spend your peds, because they may disappear faster than they should, like in real life. Also, dont deposit more than you can afford to lose. If things go bad, rather stop for a while, chill a bit and check later again, instead of depositing and depositing and losing loads of money.
Sweating is an easy to learn method to get some start capital. It tends to be rather boring and quite badly paid, but the ped earned per hour is usually better than gathering fruit or stones, or trying to get oil at the rig. During sweating you will be attacked, a lot. This isnt too bad actually, since you will also gain several defence skills, which are a very important part of sweating, not just the sweat itself. So, dont be afraid of being hit or dying, it will happen a lot. You wont lose anything when you die anyway, no sweat, skills or items. Rather take the hits and be happy about the chance of cheap but priceless defence skill gains. So, what is sweat? Sweat is the life essence of native animals of Calypso. It is used together with Force Nexus in an energy refiner to refine 1 unit of each of the two ingredients to 1 unit of Mind Essence, which is the fuel for various Mindforce powers (read more about this in the MF section). So the bottles you will get can either be sold to other players or refined with force nexus to mind essence. 57
Dont sell your sweat to the trade terminal, you wont get money there. The price for sweat at the trade terminal is next to 0!
To gather sweat you will need the Vibrant Sweat Extractor, VSE, which you can find in your inventory in the Tools section.
The next thing you will need is an animal you can sweat and as you can see the range is 30 metres, so you have to get close to it, like this:
To start sweating you have to equip your VSE and either click on the mobs health bar, double click on the mob itself (unless you have Navigate with single click in the option menu activated, then it is just one click), both methods having the advantage of bringing you in range and aiming at the mob automatically Or you can move up to the mob and aim yourself and use your VSE on it with a left click in the aim mode, which is best done in first person view. Although this wont bring you to the mob automatically, the sweating from the first person view works best at the moment, because you have to keep aiming at the mob when the sweat beam appears, which is easiest done in first person view. This will start the sweating attempt. Before I explain the sweating process itself, I would like to mention an action which can help you a lot here, Toggle Auto-Use Tool, which you can find in your action library. This will keep on using the tool once it is reloaded or you got sweat (it may shut itself down for some reasons I dont know yet, just toggle the auto use on again then).
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The sweating process, is fairly easy, but will require some attention. Once you are in range you keep using the tool on the animal, until you will see some green bubbles around the animal from your tool, the sweating beam, also some steam coming out of your tool.
From the first person perspective you dont see it that good, although it is easier to use this one for sweating. What you can see especially is the start of the sweating beam on the small bulb which starts empty, but becomes filled with some green burbles and some bubbles around the animal.
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When the sweating beam appears the actual tricky parts starts, because you have to keep aiming at the mob you sweat, else the sweating process will be interrupted.
When several people are around the animal will change the target quite often and run around all over the place, which makes it harder to keep aiming at it. The movement of the mob can be easier followed when you are aiming at it in first person mode.
Naturally, equipping another tool or un-equipping your VSE will disrupt the process as well. In case you manage to keep the target 5 seconds targeted with your VSE once the sweat beam appears, without getting hit in the process, you will receive 1-4 sweat bottles.
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In the successful case a loot window will open, informing you how many sweat bottles you got. The sweat will be automatically put into your inventory.
You can drag the loot window partially out of the screen too, if you are annoyed by it or by having to close it all the time. After a while the animal wont give sweat anymore, this state is called dry.
Testings so far indicate that every mob has a certain amount of sweat before it becomes dry, based in its HP. So will a mob which has 30 HP give 30 bottles of sweat and one with 100 will give 100 bottles in total. Dont bother to take cover behind walls or kill the mob, because: Dead or trapped mobs dont provide sweat.
17.2.1.1 Sweat tactics Most of the following tactics tend to be used in a mix often enough, so you cant draw a clear line between them. 1. Focus (chips) MF ISNT BACK YET, so ignore this one If you decide to get really into sweating, get focus somehow. Whether you decide to buy your own equipment, or find someone who gives you focus charges doesnt matter, but it will improve your sweating a lot. I already mentioned that if you are hit during your concentration, it will be aborted and you have to start again. With focus, this is not going to happen.
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What this means, is easy to see. The concentration phase needs 6 seconds to be finished. The standard animal has 2 attacks during this timeframe and it is really annoying to start over and over again. Even if you would buy the equipment yourself, and even considering the cost to use it, it can indeed be well worth it, since you are able to gather sweat faster, so the saved time will result in more sweat per time. 2. The Group sweating: This tactic is based on sharing hits pretty much. Since there are more targets you wont be the only one who will get hit, so you stay longer alive and can sweat for longer. You have to be aware with a group to keep the mob targeted when the sweat beam appears, because the mob will change the target and move between the persons fairly often. There are basically 3 ways of group sweating basically. #1: The more or less unorganized group sweating of smaller animals with a few people.
These groups are usually made spontaneous, but if you want company, a place to look for those smaller groups can be the Swamp Camp north west of Port Atlantis. As mentioned already, beware the mob moving all over the place to keep it targeted, and also check for dry messages, because naturally the mob will become dry faster with more people. The animals for group should deal lower damage, and have some more pulls, like Daikiba, Berycled or Combibos.
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#2: The more or less unorganized sweating of bigger animals in bigger groups, following the tactic: the more the merrier, the bigger the better.
Especially I want to name Neas place here, where this picture was taken as well.
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#3: The organised and tactical group sweating, following several rules and agreements. In this form of sweating a team is formed, should be 3-6 people. The team consists of at least 1 hunter to kill the mob. But all team members are encouraged to have at least the TT handgun and some ammo. There should also be someone with a focus chip. A healer might be useful for emergencies. Good mob choices tend to be the Berycled and Kerberos, because it offers quite many pulls with a quite low damage. It is useful to form a bigger circle around the sweated animal, so it has to run farther from team member to team member when it switches the target and start the sweating. However, be sure that all team members are still in range of your VSE, so if the mob goes to them you can still keep on sweating it. Also you have to be able to keep the mob targeted when it moves around. The mob will attack sooner or later, switching target and running from person to person. Due to the bigger distance this will result in generally less hits by the mob overtime, allowing easier sweating and more regeneration time for the people who were hit. The interesting part comes when someone took enough damage to be down to like 50% of his HP. At this time, one of the team members, best the one with the most HP, fires some shots (usually 1-3) at the animal, so the animal turns around and switches the target and attacks the guy who shot at it. This will give the previous person time to regenerate. With this tactic you combine the HP of all team members and with enough people the mob can choose to attack and a good distance between everyone, no one will die and often wont need healing even. The downside of course is, that if you have to shoot to the attention of the animal, it will cost some ammo. However, due to the fact that you wont die and can stay sweating, the higher sweat per hour should pay for this.
The main rules are simple: First: Dont run. Running around like a chicken makes it harder for everyone to help you, spoiling the distances everyone has and so on. Someone of the group is going to help you (also, it helps to write Help in the chat sometimes, if nobody pays attention). But if you run around, the team members wont have a clear shot and wont be able 64
to aim at you to heal you and sweating the animal becomes harder too. So, running is very annoying, not leading to anything useful and usually just increasing the problems. Especially if your escape route leads towards the next best gathering of animals and a lag will finally bring you into them, if you cant manage it on your own. This will cause your death most likely and the death of your team members. So, keep your cool and dont run around like a chicken and wait for help, thats what the tactic is about anyway. Second: Help your team members. If someone is at 50%, and you have the health to tank the animal for a while, do it. Not just because of fairness, since your team member took hits for you too, but also because you will have the chance to get some defence skills while doing it.
This tactic needs of course some trust, and also the understanding of useful sweating. If a team member just thinks of his own pocket and that he wastes ammo and doesnt see the positive effect of his sweat per hour figure, it wont work. But if done right, you have a very effective sweating method, with a useful sweat per hour figure, more excitement, since you have to be more aware than with normal sweating, and also some chat possibilities with the group. You might make new friends even.
3. Sweating and Hunting (Swunting) This is a technique which aims to avoid the boredom of plain sweating more or less and combines the plain sweating with hunting. The amount of hunting and sweating here depends on the individual taste and needs. Some kill the animal as soon it attacks them while sweating. Others wait until they sweated it dry. Or some will wait until they gathered enough sweat to pay for the kill, making any loot a bonus. And so on. This works with teams as well of course.
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17.2.2
Fruits, dung and stones can be found anywhere in the wilderness, no need to look at trees or bushes specifically, you can find them even in the desert. It will take them a while to appear and you have to be rather close to let them appear as well. When you run you wont give them enough time to appear usually even when you run directly over them, so if you want to increase your chance to find fruits etc. dramatically, you have to walk. Stones dont have such an indication, so you have to watch more careful. Like sweat fruits etc can be sold to other people for some starting capital. Fruits are refined together with sweet stuff (not sweat!) to nutria bars, which are pet food. Dung is refined with growth molecules to energized fertilizer which is used in land areas. Stones are used in the texture crafting profession.
Papplon
Bombardo
Heimoros
Carrot
Common Dung Stones; those are rather new and I just found it twice, but just got 1 pic.
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And since I was asked to add a picture showing the size you should expect of stones and fruit:
Brukite (I think). Dont sell your fruit, dung or stones to the trade terminal, you wont get money there. The price for fruit, dung or stones at the trade terminal is 0!
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17.2.3
The oilrig can be found in a PVP zone north east of the Ashi Teleporter around 83300, 79400 and is close to a big building.
The good things The oilrig creates an oil barrel every couple of minutes This barrel contains several oil units and its worth ranges from 5-20 ped The barrel can be picked up by anyone who is near, means free peds if you get it The bad things You may have trouble getting there with some tougher mobs around It is in the middle of a PvP-zone, so you can (and will) be shot by other people quite often, because, believe it or not, those guys want the oil too You have to be faster than those guys there and that means REALLY fast (and to have a chance you have to use a little trick they use too, you have to disable move to target when interacting. This allows you to pick items up from distance without running to them, means you save that time. This is a good trick for some other situations too by the way) Its possible to stand there for days, (if not shot or eaten) without getting anything. But it can be quite thrilling to try it. 68
18.2 % of tt
This is usually used for stackable items which tt can differ and for limited items which cant be repaired. The main reason for this is because it is quite hard to form a tt+ when the tt depends of the amount you have. For example you have 100 stones of an ore worth 1 ped and want to sell them for 1.1 ped, so that would be tt+0.1, but if you had 1000 stones now you want 11 ped, would be tt+1. But each case is solved with 110%. So basically you multiply your item tt with the percent. For limited items it is similar, since a higher tt of a limited item will grant you more uses before it breaks. So say if a limited item with 10 uses left would be sold for tt+5 and one with 1000 left for tt+5 as well, it would be rather strange, since the markup of the higher tt one is compared to the uses it has, lower. Hence limited items are calculated with a percentage as well.
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or
The purple buttons next to the sales will show you a graph with the sales and prices of this period.
However, although those items tend to be a good indication of the actual price you can sell items for, especially for items which sell frequently and high numbers, it should still be mainly a guideline. Prices can be manipulated and when an item that sold for 102% for weeks suddenly has a markup of 500% there may be something wrong.
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This should always be done with in Private Trade. Dont put stuff on the ground and hope your trading partner will do the same. Dont accept until everything you agreed on is in the trade window of your partner. Dont loan stuff to people you dont trust absolutely and rather ask for collateral, especially honest people will understand that. The Private Trade action you can find either in your action book, with a right click on the avatar and selecting it in the interaction part of the menu or on your desktop symbols. This action will send a private trade request to another avatar. When your trading partner accepts the private trade request your inventory and the private trade window will open. If your deal requires payment in peds, you can withdraw them from your ped card in your inventory by right clicking it and selecting the amount you need.
You can see the name of your trading partner, the items he offers and the summarized tt.
This is your window where you place the items you want to trade and also a summarized. Before you click the confirm button, check again if everything you agreed on is in the window.
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Once you confirmed you will get a last message where you can check the trade deal again. Once you accept the deal is finished.
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18.4.2
At Auction
In most of the cities you can find an auctioneer NPC, allowing you to access the auction pages. The auction pages are global, so you have access to the same items from any auctioneer, even works in space, although you may have to pay a transport fee if the items come from the planet and vice versa.
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First, there is the bar above the item list, which is used to set what auction section you are in.
First to the Offers section, the order section I come to a bit later: Browse will show you the items currently on sale in the selected category. Last calls will show the items which are expiring soon, no matter of category. Latest will show the items which were put for sale most recently. In the won section you can retrieve the items you won, or the items which you tried to sell but werent bought, also see the mark-up and other information again, which helps to determine why things didnt sell or to keep track of your buys. My offers will show the items you have for sale currently. My bids will show the items you have a bid on. Below this, you have the item window, which shows the items which are for sale.
The columns: Item, the name of the item Quantity, especially interesting for stackable items Value,t he tt value of the item Bid, the actual price bided for the item, if it is in brackets; there has been no bid at that time. Markup, the tt+ or the % the current bid stands on. Buyout, if a buyout is set, and this price is reached, the item will be sold immediately at this price. Bids, number bids already took place for this item Time left, the time you have left to bid on this item. If it is over, it will be sold at the highest bid, if there were no bids, the item will be given back to the owner again
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At the left side you will see the category part. The items are grouped into categories. For example, the blueprints divide into several blueprint categories again, like weapon and tool blueprints. The view will automatically jump from last calls to browse, when click at the categories, which will change the displayed items from the last calls ones to the ones of the category you want to see.
The left symbol is used to open the market value window of the selected item, which will give you an idea on the price of the item and the turnover of it. The pages and the arrows belonging to it are used to change the pages of the items if there is more than one. The Sell button will open the selling window, the Order button the order window more to that later. View will open a more detailed information window about the item, where you can also decide to bid on it, see the next point buying at auction. Remove will allow you to take an item you put at auction back, unless it was already bid on. Refresh will update the item window.
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18.4.2.2 Buying at auction If you are interested in an item, you can double click on it and bring more detailed information up, like the name of the seller, or click at the View button. I deleted the name of the seller in this picture though.
To bid, choose the ped amount you want to bid, click accept and you will be asked if you really want to bid. If there is a buyout you want to use, you can as well click on the arrows for 100 ped steps instead of selecting the exact buyout price. Once the bid amount exceeds the buyout it will automatically jump back to the buyout price, so you wont pay more than buyout. But be careful here, several people clicked on the wrong item in the list already and thought it was the one with buyout and had suddenly had a 100 or 1000 ped bid for something worth maybe 20. Once you confirmed the bid you wont be able to withdraw it anymore, so either you win the item, maybe with buyout, or get outbid. In either case you will get a message of what happened.
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Selling at auction The selling part is opened with the Sell button at the bottom and the selling window will open. Place the item you want to sell in the field, here an EP17-ME:
You can chose what timeframe the auction should have, from one to seven days, what price you want to set as start bid, if you want a buyout option and the price for the buyout. If you are done with the settings, check them again, you dont want to sell an expensive item you want to keep but looks similar to the one you want to sell. When you click accept, a window will pop up asking you if you are sure. 18.4.2.3 The fee Listing an item on auction will cost you a minimum 0.5 ped listing fee which may increase by 5% of the final sale price if over the tt value. Here the official example, see entropiauniverse.com: Example: You would like to sell your old pistol which has a TRADE TERMINAL value of 5 PED. You set the OPENING BID to 105 PED. To place the item at the auction it costs you: Base Fee + markup commission = 0.5 + markup commission on 100 PED = 5.26 PED to place item on auction. The final SALE PRICE for the rifle was 205 PED. Additional Markup commission -> markup commission on 100 PED = 4.76 PED
Regardless if the item sells or not, you will get a message what happened. If your item wasnt sold you have to go to an auctioneer to get it back again, if it was sold, the cash is transferred 77
by your card automatically. Sometimes there will be a lag in transferring, and to get the cash immediately, withdraw something from your ped card, a single pec will work.
General selling tips The item you want to sell should at least be able to cover the fee you pay. If this isnt the case, or the profit after the fee isnt of much use, you may actually be better off by selling to a street trader. Watch the other prices, especially for the more common things, dont sell something at a too high price, if 10 others it sell much cheaper, but dont underestimate your property either. Especially for the more common stuff it is useful to have a buyout option; this shouldnt be too high above the market priceMany people rather want an item immediately and pay a bit higher, than wait for some days to save a bit. More rare items or items with lower sales volume should be placed on auction for longer. Buyout tends to prove useful for this kind of items as too. Try to set the ending times at times where a lot of players are online, like at Saturdays in the evenings.
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18.4.2.4 Orders You can access the order pages by clicking the orders button. You will see something like this:
The Browse section will show you all existing orders. Here you can see how many units someone wants to buy and the highest price he wants to pay for it. The Available section will open a list of things you can order. My orders shows the orders you have currently. If you want to sell to an order you have to sell equal or less units as the order allows max at an equal or lower price and that this price as buyout. Once you accepted to put it with buyout at auction it will be bought instantly. If you want to place an own order, go to the Available tab and find the item you want to place the order for in the list and click Order at the bottom. The order window will open:
Here you can set the markup, for stackables in %, for repairable items in tt+, the quantity and how long the order should last, every day will the order should stay up will cost a ped, so a 1 day order will need 1 ped fee and a 5 day order 5 ped. The reserved peds will be set accordingly to tt of a single item*quantity*markup, and will be taken from your ped card once you accepted it, after being asked if you are sure to set the order.
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18.4.3
With shopkeepers
A shopkeeper is a NPC (Non Player Character) owned by another player. When you right click it the window with the items for sale will open.
Right or Double click at the item to see its price. In the item info window you can find the purchase button as well.
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18.4.4
At shops
In shops items can be seen without accessing a shopkeeper and be purchased in the item info.
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18.5.1
This is a rather stupid scam and can easily be avoided by knowing what you can buy at the trade terminal. Someone buys the basic stuff at a trade terminal and tries to find a victim who has no clue and sells those items for markup. So say instead of paying 3.8 ped at a tt for an opalo, you are asked to pay 4.8 ped for it by the scammer. Often used for this scam are the Sollomate opalo Omegaton M2100 Castorian survival enblade-A Castorian EnKnuckels-A Castorian combat enblade-A Note, not everyone selling stuff from tt is a scammer. If they arent sold with markup, for example a 1 ped tt opalo for 1 ped, you could buy it without problems. Since you can repair it for higher if you wish there wont be any harm done, you actually save 2.8 ped for now to buy it. Especially if you are a sweater it means that you could use the 2.8 more ped for ammo for now and just repair the opalo when its necessary.
18.5.2
This is a variation of the tt item scam. In some towns you can find technicians. Those are NPCs selling and buying items like trade terminals. Most beginners dont know they exist and buy those weapons, not that those items are particularly good, rather dont buy them at all, no matter where.
18.5.3
This one is quite obvious. Someone asks you to borrow your item and promises to give it back. If you do this you wont see your item again likely, so just dont. If you loan items ask for collateral, genuine people will understand that security measure.
18.5.4
Variation of Nr.3. Someone wants to have a business relationship with you, offering to share the profits if you give him the stuff to sell. 82
Do I have to say more? Maybe he tries to show his good will with something free for you, but unless you havent got that free item (lets say someone offers to colour your clothes to show his good will, well, you can be happy if you get the clothes back), and even after, you should be VERY careful.
18.5.5
This is one of the most often practised ones, aiming at people from other games usually where similar things are possible. The scammer offers here to upgrade your item to a way better one. For example, you are asked to give your Ghost armor , say total worth after markup 600 ped, to the scammer, who promises to turn it into say Jaguar armor, worth over 10 000 peds. Sounds good, doesnt it? On the other hand, if it would be that easy to transform cheap armor to expensive armor, why is the armor expensive then? If you keep asking how it is possible you get some funky explanation, like they own a special mind force chip or are a very high skilled crafter or something. It can be funny if a person who claims to be able to transform cheap stuff to expensive stuff walks around in underwear and tries to convince you that it really works. In the end, they will just take your item(s) and run. You cant transform items that way. However, you CAN attach armor platings or weapon amplifiers to your items, but those are items for themselves and dont require giving your items away at the first place. Also, weapons, armors etc. cant be coloured, there is no way to make your pixie purple with yellow hearts, clothes and furniture can be though. However, if someone offers to colour or texture your clothes for free, you may ask for collateral before you give your clothes away. Else the pants may be gone.
18.5.6
Someone wants to sell his/her skills which you may want. But unfortunately he has no empty skill implant to extract them. So you are asked to give him some ESIs so he can sell the skills to you. Rather dont do this without collateral as well, else the ESIs may be gone and you lost quite some peds.
18.5.7
All weapons/armors/tools become unusable once they reached their breaking point, which is usually at 3% of their max tt value. 83
For limited items, which cant be repaired, this means that they are useless. However, you can often find used up L items at auction where some people are trying to make a fast buck of people who dont check this too well. So in case you want to buy a L item, be sure it still can be used.
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Most usable items will lose a bit of value on a use. This loss of value per use is called decay. When the value gets too low it will become unusable, you will receive some warning messages in the chat before this happens, like this one:
. While the weapon or tools efficiency isnt effected by a lower value, repairable armors will lose protection when they decay, so you should keep those repaired, even if you didnt get a warning message.
19.1.2
Economy (Eco)
The eco will is basically used to give you an outpost/input relation, or in other words, what do you get out of the spend cash. For example, what gives you the most bang per buck. Say you have two guns, either needs 2.02 pec to be shot. While one gives you just 1.3-8 damage the other one will give you 4-8. So you should go for the one which gives you more damage for the cost. Another example would be healing cost. If one healing tool grants you 26 heal for 4 pec, so heal per pec is 26/4=6.5 while the other grants you 34.3 on average for a cost of 3.8, so heal per pec is 34.3/3.8=9.05, you should go for the one which heals you more for your pec. Trying to me more eco can cut your cost down quite a bit and help to break even, hence I tend to have a focus on informing about using cost in the guide.
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20.1 Hunter
I suggest you read over the Eco part of hunting if you know the basics already or find it boring. The eco part can save you quite some peds, so tends to be rather useful to read it. A small grocery list for a direct action start to hunting, would be a Sollomate Opalo and Vivo T1 from the tt, an Omegaton A101 if you can afford and Pixie, Goblin or Kobold armor. Hunting is a profession many people start with and is about killing creatures and looting them and to do so, you will need a weapon. Although this is quite easy at the first glance, it becomes more complex once you get into it. So this part about the professions will explain what eco or damage per pec means, when and how armors decay on hits, what weapons to use and what mobs to hunt. You dont have to use the first person view and shoot yourself. When you activate Move to target when interacting in the option menu you enabled auto aim with it. Selecting the mob and pressing the key of your weapon or clicking at the mob while you hold a weapon will turn you around, run into range of your weapon and attack. Auto aim isnt too fast though, so it is quite inefficient against sideward moving targets. Sometimes on your attacks, you will deal a critical hit, which deals 2 times the normal damage to your target. I may add that the gun which caused this critical wasnt an Opalo. Creatures can do the same, either hitting you for twice the normal damage
In either case your armor will decay on a critical hit, if the protection came to use or not.
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20.1.1
Weapons
For hunting you will need a weapon, in this section I show a weapon stats window and explain the points and also go into the different types of weapons 20.1.1.1 Weapon stats window
As already mentioned in the profession section, the profession will determine the stats you will have with a tool or weapon. Still, the Recommended level isnt something you should look at, since that will just tell you when the skill increase bonus starts, or in case it never offers SIB, it recommends using it from level 0 and that can lead to a serious ped loss. However, when the SIB just started the weapon is way away from a point where you can use it effectively. You may get faster skills during that time, but you have to be aware that you pay in lower weapon efficiency, thus you have more missed shots and lower dealt damage, resulting in more ammo usage per mob. So while skills may be faster, your cost will be way higher. Skill increase bonus means you gain aim/damage skills faster than with a weapon without the learning period. I suggest to just using weapons which SIB shows not anymore, meaning you can use this weapon as its best efficiency. You will still get skills, like with a normal gun. Of course you dnt max a gun yet when you just started, so you can use a Sollomate Opalo for example. But if you plan to move up from it, you may wait until your desired weapon is maxed. Ammo type shows the ammo you need to buy to use this weapon. Ammo burn, the amount of ammo the weapon uses per shot. Means if you use the opalo with 2 ammo burn and buy 100 ammo for 1 ped, you have 50 shots, not 100! 87
The Durability can be ignored; it will basically give you a very rough idea of the decay of the weapon. However, since guns deal damage basically with ammo while melee will do with just decay, the durability will make some weapon look worse than they are. Attacks/min, how fast it can shoot The damage interval shows what damage you can expect to deal on a hit. The range tells you the maximum range of the weapon. Approximated:
Around 150 meters
Around 50 meters
If your target is outside of your range, you have no chance to hit at all, but as soon it is in range, it doesnt matter if it is close or far away, your hit ability stays the same. The hit ability ranges from 0.0 to up to 10. Effectively, this means that you can hit your target with a likelihood of ~81% (at 0.0) to around 92% (at 10). However, this seems to differ for PvP, which tests have shown, which is affected by the evader/dodger level of your target as well as your hit profession level. 20.1.1.2 Types of weapons and Profession Level effects This part is to explain weapon types and how profession affects the stats of them. The effect it will have on your hunting cost I will explain in the eco part, later in the guide. There are 3 different types of weapons: Unlimited (repairable) Weapons without SIB There are old school weapons, which can be repaired and the stats can directly calculated by a look at your profession levels. Those stats will be the same for all weapons without SIB of the same kind. So if your hit ability is 1.0/10 for a Jester D1 laser carbine, it will also be 1.0/10 for a Fire Forge, which is a laser carbine as well. The formulas to calculate the Hit ability is fairly easy, your Hit-Profession level divided by 10. If you are a level 10 laser sniper, your hit ability will be 1.0/10 for a Jester d1. The damage one is a bit more complicated. The damage of a unlimited weapon without SIB starts at 25%-100% of its max damage. So a Jester d1 would be 2-8 damage at start. While the 100% will stay as upper border, your damage profession will affect the min damage, according to this formula: Start of damage interval = 25% + 25% * Profession level. So if you are level 10 in ranged laser (dmg) your Jester d1 will have a damage interval from 27.5% of the max damage to the max damage. Or in figures: 2.2-8 damage. The conclusion of this is that you would need a level 100 hit profession and a level 100 damage profession to max the weapon! 88
Limited (L) weapons with SIB These weapons cant be repaired, which means you have to buy a new one again when your old one is broken, which usually includes a mark up each time. Although this doesnt sound appealing, they have a huge advantage, the SIB, which basically allows you to max" a weapon earlier. Before you reach the recommended level you can see in the stats, the hit ability will be at 0/10. Once you reached the recommended level, the hit ability will jump to 3 and increase up to 10 until the learning period is over. This differs for the different limited weapons, so there isnt a formula. For the damage interval it is similar. Until you are in the SIB period, the damage will be 25%-50%. When reaching the SIB period period it jumps to 40%-80% and increase linearly to 50-100% at which point the SIB period stops. A rough rule of thumb is that the weapon is maxed 4-6 levels after the SIB started. So for example the Isis CB5 (L), which is similar to the Jester D1, but is a BLP rifle instead of laser and limited, will start its SIB at level 0, so right away when you start. The hit ability maxes at level 5.7 in BLP sniper hit, the damage interval at level 4.7 in ranged BLP (dmg). So at that point you will have a hit ability of 10/10 and a damage interval of 4-8/4-8. And that at level 5.7! If you compare the Jester D1 from the unlimited weapons without SIB from the first example now with the CB5 from above, you will notice that while you need level 100 to max a unlimited gun without SIB the L weapon with SIB will be maxed way earlier. The effects of this I will explain more in the eco part later on. Unlimited (repairable) weapons with SIB This type of weapon now combines the advantages of the both from above: On the one hand, you can max those weapons out fairly easy and long before level 100 usually, on the other hand you dont have to buy a new one each time it broke but can repair it, thus saving mark up each time. Of course, most of those kind of weapons arent cheap, as they have a lot of advantages. There are some exceptions though, namely the weapons you can buy in the trade terminal, which are a good way to start therefore and will still prove useful as finishers later on.
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20.1.2
Melee combat
I dont recommend using melee at start, although some people think it is cheaper than ranged combat since it doesnt need ammo. Although this correct, the costs are still similar, because what the blade saves on ammo it decays more. So the cost per damage dealt is around the same. Actually, melee will become way more expensive and harder to skill as you progress than ranged combat, which is because of the low availability of limited blades and the rather high price for most of them. So into melee immediately after you started isnt useful. It may be worth it to change to melee finishers later on, to some melee skills, especially Melee Combat, which contributes to your total health points. Useful skilling weapons for melee are the tt short and long blade and the power fist. If you really plan to go into melee, you will likely end up with a repairable SIB weapon. And those arent too cheap usually. Especially beware of L blades %. Some people may tell you that compared to my 150 gun your 110% sword is cheap, but it couldnt be more untrue. That is because guns deal their damage mostly with ammo, which you can buy at the trade terminal and just a little decay, while the blades damage is just done with decay. Easy example, imagine a limited gun which deals 8 damage, uses 2 ammo, has a decay of 0.02 pec and sells for 140%. The 140% mark up goes on the decay, so 0.02 pec*140%=0.04 pec. Effective cost for 8 damage is 2.028 then. If it would be a limited blade selling for 110%, you had 2.02 pec decay for 8 damage, the markup going on the decay again, 2.02*110%=2.222 for 8 damage. That is considerably worse than the gun. As rule of thumb, limited melee weapons are useful until a markup of around 106% in terms of eco hunting.
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20.1.3
Ranged Combat
Ranged divides generally into Sniper professions, which are skilled with Rifle and Pistoleer professions which are skilled with handgun. A wider variety of useful priced limited items with a good availability and supply make ranged skilling up easier than melee. Another advantage is that most ranged weapons can carry attachments, which can increase their performance. The laser sights and scopes you can attach to a gun, actually you can attach a laser sight to the scope and that combo to the gun then as well for an even bigger effect, will be used to increase your effective hit ability. However, if you are using maxed weapons which I suggest, you wont see an effect, since your hit ability is maxed as well. So they would be basically add decay in that case. Scopes can be useful for long range shots though, as they allow you to zoom in with your mouse wheel. This proves very useful on tagging rifles. More interesting attachments are the amplifiers, which will increase your damage per shot, but will decay and often also ammo and thus increase your damage per second. Some amps however are that efficient that they will improve your weapons eco as well. Not every weapon will take every amp though. Besides that blp and laser weapons have different amps, a weapon just supports an amp which does max 50% of its max damage. For example the opalo has a max damage of 8, 50% are 4. If the amp would deal more, the damage would be capped at 4, while the decay would stay the same, so decreasing its eco. The best effect in terms of eco and damage per second you have when the amp damage is exactly at 50% of the weapons max damage, the closer the amp comes to this 50% border the better. For example the p4a with an a104 amp, one of the most eco weapon combos ingame. Since handguns deal a rather small damage but shoot faster, instead of rifles that tend to deal high damage but shoot slower, especially the laser handguns improve of the laser amps in terms of damage per second. Many people start with the opalo in laser rifle and switch towards laser handgun later on. For laser weapons the most useful amps are the Omegaton a10x series and the a20x series, for blp the FI/RA/CO Dante and the FI/RA/CO Beast Suggested starting weapons are the Sollomate Opalo, in the best case an a101 for it, the M2100, both can be bought at the trade terminal, the opalo is superior though. For blp the CB5 would be the same as an opalo more or less, but you should leave blp until you are more skilled. Once you maximised those guns, you should move up the L path with maxed gun. A list about what gun maxes next, a rough suggestion of what you can hunt with this weapon and what armor you may need for the mob can be found later in the hunting section of this guide.
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20.1.4
Medic
Healing yourself during hunts will become essential sooner or later for plain surviving or to save time if you dont want to wait until you are regenerated naturally. For starters, the Vivo T1, which can be bought at the tt, is the best choice. Generally, healing tools are called FAPs, which comes from Fast Aid Pack, like the FAP5. Although those kind of faps themselves are used less nowadays than they used to be, the word stayed as a common term. It actually stays the best fap choice for healing after a fight, since it offers the best eco for this. Except you own one of the uber faps ingame, but those cost like 40 000- 400 000 ped, so I wont count them for this yet. Eco in terms of faps means heal per pec For example the T1 heals in the interval of 7.7-10.3 health points for 0.909 pec, while for example the FAP-50 heals max 26 health points for 4 pec. So the heal per pec for the T1 is at worst 7.7/0.909= 8.47, while the FAP-50 is at best 26/4=6.5. Or from another perspective, if you want to heal yourself for 24 HP you are cheaper with 2 uses of the T1 than one of the FAP-50. This can cut your cost down in the longer run. However, as you may have guessed, healing 7.7-10.3 wont keep you alive in a fight necessarily, so you may have an emergency FAP for this which can heal you up faster. Actually the FAP50 is the best option here until you are skilled enough for the Hedoc SK20 (L) fap, but it is advisable to use it just during combat. Best would be to fap up after a fight with the T1. Once you have the skills to use a L fap with a useful heal per second as emergency fap, as the sk20 mentioned above, you may change to one of them. Although the limited faps cant be repaired and thus you have to buy a new one with markup once your old fap broke, it can still prove worth it. This is because of the Skill Increase Bonus or SIB of the fap, which allows you to max their intervals way before the repairable ones. Say your Sk20 cost 120% and has a decay of 3.159 pec, your cost per heal are 3.195*1.2~3.8 pec. Your min heal of it is 25.7, so heal per pec is 25.7/3.8=6.76. The FAP50 is at best 6.5. So you are even cheaper after markup of the L fap as you would be with the fap 50. And the FAP50 belongs to the more eco ones.
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20.1.5
Armor
When repairable armor decays the protection will decrease, so try to keep your armor at fully repaired all the time.. Repairable Armor will decay 1 pec per piece when you put it on, but not when you take it off. But be sure that you want to equip or unequip the armor before you do it. Armor can have protection against different damage types, here some of them. 20.1.5.1 Damage types There are 3 main damage types for melee creatures like Berycled, Sabakumas, and Argonauts. Impact, the most common Cut (dealt by less creatures, often together with impact too, e.g. from Argonauts ) Stab (Sabakumas, often together with impact and cut, e.g. Atrox) 2 main damage types for ranged creatures Burn (drones, overall most robots) Penetration (also drones, overall most robots) And some exotics, dealt from melee or ranged mobs alike Electric (allophyls; melee, tezlapods; ranged) Cold (Feffoids) Acid (snablesnots) Shrapnel (sometimes done from other players) 20.1.5.2 Hit Distribution Attacks will be directed towards your different body parts, depending on if and how this part is armoured you will receive damage. For example, if you just wear a harness and the mob hits the arms, you will receive damage. If you wear a harness with big impact protection and arms with low impact protection and you are hit with an impact attack on the arms, you receive more damage of course as if it was the harness. The likelihood about what armor part is hit the most is around this: Harness 24.37% Arms 15.36% Thighs 13.9% Shins 13.84% Face/Helmet 12.37% Foot 10.94% Gloves 9.21% These figures came from a 10 000 hit test on 1 mob, but they are very similar to tests on other mobs. So generally, the harness will receive of the hits, together with the arms 40%.
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20.1.5.3 Armor Decay Armor will decay when hit, but not on every hit, nor is the decay based on your overall protection. The more durability armor has, the lower the decay generally. However, the effect of a 500 or 1000 points difference in durability starts to come into play after like 10 000 hits, but even then the effect isnt huge. When the difference in durability is like 10 000 points however, means comparing repairable armor with limited armor, the differences becomes noticeable. Either way, more about limited armors later on, first to the mechanics which work for both. So when and how does the armor decay? First of all, your armor has to protect of the damage you are attacked with. If it doesnt even have the protection type it wont decay, of course you will get the full damage then as well. For example, if you hunt Snablesnots, which deal 100% acid damage, with Pixie armor, you wont have any decay, since Pixie has no acid protection.
If your armor protects against the attack, there are 2 alternatives what decay is caused. Either the decay based on protected damage or the min armor decay. The decay based on protected damage is best explained with an example. You are out hunting in your Pixie armor with 9 impact and 3 cut protection and fight against a Berycled, which deals 100% impact damage. The Berycled now attacks with 15 damage, 9 are absorbed and you receive 6 damage. You will pay the decay for 9 protection a bit modified with the durability and have a decay of around 0.529 pec per hit. If the Berycled had just attacked with 7 damage, so 2 less than you would be max protected of, you would pay the decay for the 7, not for the 9, say around 0.346 pec per hit and receive 1 damage. So you just pay the decay for the actual protection you need at one hit. You dont pay decay when you dont have the protection type, nor will you pay for your max protection. So why not simply buy some bigger armor, for example ghost, which has a decent protection in a wide range of different damage types, for example 19 impact and 1 acid, when you pay less if you need less protection anyway? The answer is because you just have less decay when you need less protection to a certain point. This point is the armor min decay. Once the decay you would have due to the hit falls below the min decay, you pay the armor min decay instead.
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This min decay can be calculated easily by adding all protection points of the armor up and dividing it by 100. For ghost that would be a total of 84 protection, so 0.84 pec min decay. Now say you hunt berycled again and are hit by like 20 damage, Ghost will absorb 19 and decays around 0.9 pec. The next hit is just done with 18 damage points and causes say around 0.88 decay. But once this decay falls below the min decay of 0.84 pec, you pay the 0.84 pec instead. An extreme example can with ghost is now this. You run in your ghost through a snablesnot field and have 1 acid protection. If you are hit, your armor decays 0.84 pec for 1 protection! So the point of this is, dont overprotect and also, keep your armor repaired. When repairable armor decays the protection and hence the decay becomes lower, so you may fall below min decay. If you just get 1.0 damage constantly your armor could be too high for the mobs you hunt and you overpay constantly. So, choose the right armor for the mob.
If mobs deal different types of damage and your armor protects most of them, it is unlikely to fall below min decay, since the protection will be the sum of the needed protection. Say you are attacked by an atrox, which deals impact, cut, stab and you have pixie, you have 12 impact+3 cut, so 15 protection. 20.1.5.4 Armor Platings You can attach 1 armor plating per armor part to improve its protection, the protection of the plate is added to the armor in this case. However, the decay differs a bit. Generally the same that applies to armor decay applies to the plates themselves, however, together the decay differs.. For example you have say rascal armor, with 15 impact protection and shogun with 10 impact protection with 2a plates with 5 impact protection attached to it, so together 15 impact protection as well. Now say you are hit by 20 impact damage. Each time you are protected by 15, but the Rascal will have 1,074 pec decay and Shogun with 2a just 0.955. The reason for this is that the higher the protection, the higher your decay for it. While 15 protection causes a decay around 1.074 pec, the decay for the plated armor is a combination of the decay for the 10 of the armor, which is 0.657 here and the 5 of the plate, which is 0,298. 95
So, if you have an armor with plates giving the same protection as a higher armor, the plated armor will be cheaper usually. Of course here is a catch as well. Armor and plates are both receiving the damage and protect it, so even if your armor alone would protect it all, your plate will decay as well. This will especially be bad if you reach min decay for either.
20.1.5.5 Summary You just pay for the protection you need, unless you reach min decay If your armor has many protection points, and some of them are compared to the others low or very low, avoid using the armor against mobs dealing that damage. Keep it repaired, the less decayed it is, the further you are from the min decay you might receive. Rather try to plate your armor instead of using a bigger one. This can lower your cost dramatically. Dont overprotect, especially not with plates. Try to use the right armor against the right prey.
More info about this in Wittes thread here (thx for allowing me to use it) http://www.entropiaforum.com/forums/showthread.php?t=57816 To see the exact formula, a list of decay, and also examples, check http://www.entropedia.info/Chart.aspx?chart=ArmorDecay
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20.1.5.6 Limited armors Limited armors offer some interesting advantages and can be a good alternative to repairable ones. First of all, limited armor doesnt suffer the 1 pec equipment fee per piece. That may not be of a huge interest, since it is just 7 pec equip for a unlimited armor set, but still, it can add up. Some people started to use cheap limited foot guards instead of shoes, which are even taken off each time you equip foot guards usually and even decay 2 pec per equip. So some L armor pieces became a clothes substutite. A more interesting advantage of L armor is that the protection stays the same until it is totally broken, unlike unlimted armors which protection becomes lower as they decay. You can even keep the L armor on below 3% until it is totally broken and will have full protection until it is totally broken, just notice that it cant be equipped again if the tt fell below 3%, so if you want to use it up until 0 ped tt, dont take it off once it passed the 3% border. Especially for smart spenders L armors became an interesting alternative as well. Due to its high durability, compared to unlimited armor 10 000 points more, the decay is lowered considerably. While a 500-1000 points difference in durability of armors doesnt mean much, 10 000 points have an effect. A good example for this is Rascal armor, since it has a limited and unlimited version and offers the same protection. While the 15 impact protection of the repairable one will cause a decay of 1.074 pec, the limited one decays just 0.939 pec! This is a saving of around 15%. Means if you can get the limited version below 115% you are actually saving pecs! Those 15% are a good rule of thumb for most armors, bigger armors can even be cheaper per hit up to 120-130%. Also remember, since the protection stays the same over its whole lifetime, you may be able to save a considerable amount of fapping cost, so even higher % might be useful. The problem of L armors is of course the availability. If you didnt get a new piece in time before the old one broke, you may have trouble to get a new one soon, so you may try to get an additional piece of L armors when your old one is about to break, to be able to substitute it fast.
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20.1.5.7 What armor? In the beginning, Pixie(9 imp, 3 cut) or Goblin (12 imp, 9 acid) Both are pretty good for starters. I would prefer goblin, because it has a higher impact protection, but unfortunately no cut. But most melee animals you find are dealing impact damage, so you are pretty good prepared for those. In the beginning maybe (if you can afford) or as next step: Shogun (10 impact, cut, stab, 10 burn, 5 penetration) Good as beginning armor, because the impact protection is better than the pixie one and this armor has a good mix of protection which even enables you to hunt small robots Kobold (13 imp, 3 cut, 8 burn, 12 cold) Overall a better Goblin, even with cut protection, the cold protection enables you to hunt Feffoids. Rascal (15 imp, 5 cut, 12 burn) Pretty much an improved pixie.
I still use my Kobold a lot; it is a pretty neat armor with a good mix of protection. Kobold or Shogun is very useful to have as plate carrier as well. With plates those can substitute unplated Ghost quite well. More advanced armors: Vigilante (14 stab, 14 cut, 7 imp, 14 pen 14 burn) Pretty much the anti-bot armor Gremlin (15 imp, 9 cut, 11 stab, 12 burn, 6 cold, 12 acid, 2 electric) Good overall armor. Bit weaker than nemesis against some animals, but also covers acid damage, means for Kreltin and similar mobs you have a plus. Nemesis (15 imp, cut, stab, 15 burn, 7.5 pen) An armor with pretty good protection, but pretty expensive as well. Ghost (19 imp, 15cut, 13 stab, 11 burn, 1 pen, 1 shrapnel, 12 Cold, 1 acid 11 elect) Against all melee mobs better than nemesis, even provides good cold and electric protection. Against robots it is rather weak. Bear (17 imp, 15 cut, 15 stab, 15 burn, 9 pen, 14 cold 3 acid) Against most melee mobs same protection as ghost, against bots its better. And as long you arent attacking electric mobs, this armor is very good.
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20.1.6
In this part I will try to explain what eco means and how it can help to save or even make some peds. It wont be a do this and you profit advice, since it wont work that easily, but it is at least a pointer in saving some peds. And a ped saved is a ped earned. The economy is basically a figure, showing an output/input relation. There are 2 economies, the maximum one, when you have a firm input and try to get the maximum output, or the minimum one, where you try to get a firm goal with the least resources spent as possible. Especially hunting uses both of them and I try to explain how this eco works, how it can help you to minimize cost and to find a better and more effective way to use your cash. Above I mentioned what gun to use to start. I mentioned eco, but I will use this place to explain what it is about. It will be a bit mathematical. 20.1.6.1 Maxed Weapons Usually a maxed weapon means that you will used a limited one, except you are level 100 in your hit and damage profession or have the necessary peds to buy a repairable weapon with SIB. So, lets start with an easy example. We compare a Sollomate Opalo with a Jester D1. Both of those guns have the same decay (0.02 pec) and ammo burn (2 pec), but the Opalo has a skill increase bonus, which allows the weapon to be maxed far earlier. Since decay and ammo burn is the same just the damage interval and the Hit ability matters: Which looks like this: Name of Weapon Jester D1 Sollomate Opalo Damage interval 2.0-8.0 4.0-8.0 Hit ability 0.1/10 10 /10
The damage interval is the interval the damage you cause will spread in. As you can see, with the opalo you will deal always at least 4 damage points, while the jester can be lower. To show what that means, lets go and hunt a Snablesnot male young. Those guys have 20 HP.
Lets imagine we just deal minimum damage all the time. The ammo burn and decay is 2.02 ped total. Say, you hunt with the Jester D1, you will need 9 shots (actually, 8.69, but since you cant shot 0.69 times, I round up), means you used 18.18 pec to kill the snable. The Opalo would need 5 shots, cost 10.1 pec. 99
Granted, I used the worst case scenario here, but you will most likely hunt more than 1 snable male young, so you will spend more over time when you use the Jester, just due to less damage dealt. And when you combine that with the fact of the lower Hit Ability of the Jester even, you will not only see that your damage can spread into lower areas, causing additional cost because you have to shoot more often to kill a mob, you will also see that far more shoots will miss, means dealing no damage at all, resulting in even more needed shots for a mob kill. To see the cost to kill one mob from another perspective, say you have 100 ped (10 000 pec), and try to get the maximum out of it, means killing as many snable male young as possible. First, we use the Jester D1. We can kill 550 snables (10 000 input / 18.18 used cash per snable). Then we use the Opalo. We can kill 990 snables. And to visualise this (1 snable in the picture = 100 killed snables). Jester D1:
Sollomate Opalo:
This means basically: you have a far higher amount of snables you can loot, for the same cost! Now, lets amp the opalo, with an amp101, and compare it to a unamped Opalo, both maxed. Name of weapon Opalo Opalo +101 Ammo + Decay 2(ammo) +0.02 (decay) = 2.02 2+0.02 + 0,652 (amp)= 2.672 Damage Interval 4.0- 8.0 5.5-11.0 Hit ability 10/10 10/10
We leave the hit ability out of the calculation, since it is the same and hunt something bigger that time, since the amp increases the damage, so a Snablesnot female old, with 70 HP. With the unamped opalo, we need 18 shots (round up from 17.5) shots, cost 36.36 pec. The amped opalo will need 13 shots (round up from 12.72), cost 34.736 pec. The amped version needs less pec to kill the mob.
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20.1.6.2 Finishers As you may have seen, or calculated yourself, if I had used a Snablesnot male young with 20 HP, the amped opalo had done worse. Although not because of lower eco, but because of a wrong use of the opalo. Lets play it through. Opalo, against snable male young with 20 HP, just min damage, means 4 dealt, ever shot costs 2.02 pec. HP of snable: 20, 16, 12, 8, 4, 0. (of course you will say) HP of snable cost (accumulated) 20 16 2.02 12 4.04 8 6.06 4 8.08 0 10.1
Opalo, amped, same snable with 20 HP, just min damage, means 5.5 dealt, every shot costs 2.672 pec. HP of snable cost (accumulated) 20 3,5 -2 14,5 9 2,672 5,344 8,016 10,688
The last numbers are marked, to show you what happened in the 2 cases. In case 1, you used your last shot to take the HP exactly away, and kill without any lost damage. In case 2, you used your last shot and dealt 2 damage too much, and used more decay in that case. If you had used an unamped opalo for the last shot it had gone this way. HP of snable cost (accumulated) 20 14,5 9 3,5 -0.5 2,672 5,344 8,016 10.036
This is even less than if you had used with the unamped opalo the whole time. So, what happened? Instead of spending 2.672 on the last shot to kill the mob, you just used 2.02. We just counted with minimal damage here, so I will just mention it, but if you had used an M2100 handgun, and it dealt at least 3.5 damage for the last shot, your cost to kill had been 9.036. Even if that number seems pretty low, this was just 1 snable, and you will go for far more snables most likely, so finishers can decrease your spent cash dramatically.
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20.1.6.3 Limited Weapons Limited weapons are weapons which cannot be repaired, but offer a skill increase bonus, which allows to you max a weapon fairly way before an unlimited one without SIB. But you have to purchase a new one for a mark up again and again. Is this effect strong enough to compete with a repairable gun which doesnt offer SIB, hence cant be maxed that easily, which you just buy once for markup? And yes, it is, basically because of the operating cost the unlimited gun. To get an idea of this, we imagine 2 guns, each with 1 pec decay a max tt of 30 ped, which gives you around 2991 shots and has an ammo burn of 4. But one is L and has SIB while the other isnt. Say the limited one will sell for 110%, so 33 ped, so 3 ped mark-up each time or 300 pec. Since you will wait of course until the L gun is maxed, your hit ability will be 10/10, while the unlimited one will be around 2/10. This difference will result in around 10% less hits effectively. Now remember, you shoot 2991 times before the gun breaks, 10% more misses with the low hit ability but repairable gun. You will miss 299 shots more with the repairable gun, because of the low hit ability. With an ammo burn of 4 this will mean that you effectively burned 1196 ammo, or 11.96 ped on missed shots. This leads to 11.96 ped cost for misses compared to 3 ped in markup. Easy decision to make isnt it. And this was just based on hit ability, your damage range wont be maxed either, which will eventually lead to more shots to kill a mob, which can even miss more often again. Of course this just applies until you reached a certain profession level in damage and hit ability, the barrier is around level 80 for the hit profession and also for the damage profession. Of course the mark up of the limited gun has an effect as well, but if it cost below 180% you will likely be save to use it. Especially with amps.
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20.1.6.4 Effective eco and effective damage This is a more scientific approach to how the damage to calculate eco is really done, instead of the cruder how it affects me thing I did above, where I just tried to give an idea on the effects. It explains how to calculate the effective damage or how much damage my weapon actually does in average per shot in the long run. The effective damage is based on the hit ability and the damage interval. Note that all of this is based on tests and statistics, not officially published by the game developers. First to the effective hit ability, means the likelihood to hit a target, since it isnt 0%-100% as the 0.0/10 hit ability may imply. A HA of 0.0 means your effective hit ability is around 81%, while a HA of 10 means the effective hit ability is around 92.5% Here the formula: Hit rate = Hit ability * 1.25 + 80 This can have a serious effect of course, if say 5% or even 10% of your shots miss, you have quite some additional costs to kill your target in the long run. The average damage is the next part to look at. It can be calculated like this: Average damage = (Minimal damage + Maximal damage) / 2 To give an easy example, say you have a maxed weapon dealing 10-20 damage, your average damage is (10+20)/2=15. For maxed weapons the average damage is 75% of the max damage of course. The combination of both leads to Effective damage = ((Minimal damage + Maximal damage) / 2) * (80 + Hit ability * 1.25)
The effective eco now is based on this effective damage and the effective cost per use, since for example L weapons which come with a mark up. So if an L weapon with a say 10 ped tt cost 150%, so 15 ped and you would use 10 ped tt totally up and have to buy a new one, you didnt just use 10 ped but 15 ped, as you need that to buy the next one. Means, for L weapons the cost per use isnt just the decay, it is decay*markup. Additionally, some kind of ammo comes with a mark up as well, such as explosive projectiles or mind essence, which has to be taken into the calculation too: Cost per use = Decay* mark up % + ammo burn*mark up % Which leads to the effective eco= Effective Eco = Effective damage / Cost per use But what do you have of all of this maths now? This figure will give you the effective eco of any weapon, thus allowing you to compare any weapons, for example SIB ones without SIB ones, mind force attack chips with a sword and so on.
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20.1.7
Dont die. Sounds simple, but can he hard to realise. If you die and leave an injured mob you spent unnecessary money, because you dont even have the chance to loot it. Even if you find it again, it has regenerated some health already, so you have to spend additional ammo to take the regenerated health down as we. In case you died, press P and open your map to memorize the place where you died, so you can head back and finish the job. Dont run into the next group of animals, rather lure them one by one. Use maxed weapons when you can. Even after mark up you are often cheaper than using an weapon with low hit ability and damage. Use a weapon for finishing. There is no need to spend over 10 pec decay for a mob that just has a few HP left. Kill it with a weapon with lower cost per attack. Finishers are also a good way to branch out in other profession, for example you could use a power fist as finisher, to get some skills in melee, if you want to. Watch your ammo, repair your weapon regularly and if your limited weapon is going to break soon have a replacement in your inventory, to avoid running out of ammo or broken weapons in the middle of your fight. Use the unequip tool action to holster your weapons, else you may shoot/strike even if you dont want to. Wear the right armor for the mob and dont overprotect. Instead of a bigger armor experiment with lower armor and plates. Where you hit doesnt matter, so aiming at the head will not raise your dealt damage. Dont hunt near turrets or water, if your prey is killed by those, it cant be looted.
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20.1.8
Team hunting
You can open a team by using the Team action, which you can find in the action library. The Team Settings window will open, where you can set the team name as well as the loot rules.
Once you are satisfied with the name and loot rules, you can accept it and the team will be opened, along with a small panel, on the upper right corner per default. Notice that you cant loot creatures if you are alone in a team, you will receive a chat message about this as well.
Below the team panel the health bars of the members will appear as once they join. The buttons:
The question mark is used to get information about teams generally, while the cross is used to quit the team for normal members and to disband the team by the team leader. Naturally, once the team is gone looting a damage mob can be troublesome, so give further notice in case you plan to do that. The same applies for the team members about leaving, because if just the team leader is left he cannot loot a mob either.
This is used to to minimize, which will hide the instant chat buttons.
The team settings button is to see open the team window which shows the name and especially the loot rules. If you are invited the loot rules are an important thing to check, so you know how loot is distributed. If you are invited into a team, you should check the loot rules as well, since you may not get the loot which you should. 105
Those you could call the instant team chat buttons, they will write Attack!, Avoid contact!, Enemy spotted!, Hold fire!, Medic! and Retreat! when clicked automatically. They can be hidden with the minimize button. The item loot rules: Damage decides order is also quite fair. If the creature loots items, the one with the most damage get the item with the highest value. However, this also applies if one person does all the work and the others nothing. So while the one who does the work has all the cost, the ones doing nothing can get items as well. Damage: Stack Share, like before, but in this case the stacks are and split as well, which makes this the most fair loot rule. Damage: Item share, Items are shared based on relative damage dealt per team member, but every stack, even if the amount is very high (say 1000) counts as one item, that can lead to a very unfair distribution. Looter takes all, be aware a bit here of people with fast clicking fingers trying to scam you. Most damage wins all explains itself. Queue the first member of the team gets the first item the second the second, and so on. The player who got the last item is remembered and the next one will get the first item of the next loot Random, says everything.
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20.1.9
In this part I will try to answer questions like What weapon should I use next?, What mob can I kill with it? and What armor, if any, would be useful against it? But first, how I got to this listThe data for the weapons is based on average damage calculation, which means it includes misses as well, of maxed weapons, this means basically limited ones. A maxed weapon has the SIB not anymore for damage and hit ability. For this data I used www.entropiatools.com. Exceptions of this are the tt weapons, the Emik S30 and the CB5, since those are the starter weapons which arent maxed yet when you begin and were tested before. I will also imply that you use the highest possible amplifier for the weapon as long it is increasing damage/second and eco. This means I use the A10x series up to A104 and for BLP the Fi/Ra/Co Beast amp, the other repairable BLP amps are either too high or too rare. Those amps are still affordable (see it as investment; you can still sell the amp later again). So far to the explanation how I got the damage per second. Next step was grouping the weapons for the several professions in stages with roughly the same damage per second. Then I set a time limit of 20 seconds to kill the target. The reasons for 20 seconds: - A mob attacks roughly every 3 seconds, so thats roughly up to 7 hits you would take in the worst case, damaging your armor or making it necessary to fap. The longer this time span the more likely you get a higher repair bill for armor/fap as necessary. - If the mob inflicts more than 20 damage points per hit this could pretty much kill you as well. - The mob will regenerate its HP, some faster, some slower. In any case, the longer the time span the more likely the mob will regenerate a couple of times, thus making you need more ammo. - Your personal regeneration will take 20 seconds, so you get some HP again, depending on your max HP, which is useful for the armor calculation, see below. Those 20 seconds were set by me, but if you say 30 seconds or more as sufficient for you thats alright as well. Next step was to multiply the lowest damage per second of a stage with 20 seconds. This figure was roughly the max HP I allowed the mob to have. If it differed about 5 or 10 I might make an exception. The 20 seconds used to determine what kind of damage you could get at max, so I will count with 7 hits,, which were allowed to deal max 70 damage. Above 70 I suggested armor The 70 has an increasing buffer (since newcomers start with 88 HP, a buffer of 18 from start) to the max HP.. The HP as well as the average damage of the mobs is taken from www.entropedia.info. All those settings should put you on the save side with hunting the mob, likely you are able to move one maturity step up even, but that could result in more fapping.
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I will use the following abbreviations and keep this order in the stage description as well: LR: Laser Rifle BR: BLP Rifle LHG: Laser Handgun BHG: BLP Handgun LB: Long blade SB: Short blade PF: Power fist C: Club The (not maxed) are the weapons you tend to use first when you start. Since the skills at that time are quite low, they wont deal max damage yet, nor will they shoot as fast as a maxed weapon. To pay this credit I marked them as well and give an idea of the start prey for them. They were tested in the field. To the armor and plates I used. The Armor selection depends on Your evade and health points If you use a rifle; mob is damaged before it can attack you Your damage per second Your FAP, if you take a bigger risk but have the FAP to compensate unexpected higher hits
Hence, the armors here are just a suggestion. When you move up in your evade skills, use rifles to damage the mob before it reaches you or move up in damage per second, you might as well try lower armor or unplated armor. The mentioned armors below are also just a suggestion. I named other options that can replace the armor I used in my list if there was an affordable one. This replacement would work as well if one part of an armor is very expensive (example ghost foot guards) and could be replaced by a similar one (for this example gremlin foot guards). I mention lower armor with plates as often as possible, to increase the eco. Of course if you dont like say Kobold with 5B plates and rather use Ghost alone (Ghost is cheaper to get) that would work as well of course. So feel free to experiment, you are actually encouraged to do so.
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The armors
The basic cold and impact armor: Kobold (13 impact, 3 cut, 8 burn, 12 cold) Other options here are Pixie, Goblin, Rascal/Rascal (L) and Gnome, but also the basic overall armors. Exception here is when I think Pixie alone is enough, since it has the lowest impact protection of them all, I will name Pixie. The basic overall armor: Predator (L) (11 Impact, 9 Cut, 6 Stab, 7 pen, 5 burn) Other option here is Shogun, which is useful to have anyway, since Predator can be hard to obtain. The robot armor: Vigilante (14 stab, 14 cut, 7 impact, 14 pen, 14 burn) Other options for smaller robots are predator (L) and shogun with plates. The higher overall armor: Ghost (19 imp, 15cut, 13 stab, 11 burn, 1 pen, 1 shrapnel, 12 Cold, 1 acid 11 elect). Other options here are Gremlin, Aurora (L) and Zombie (L) with a bit lower stats though.
The plates:
The basic impact plates: 2A plates (5 imp, 3 cut, 1 burn) The higher melee mob plates 5B (12 imp, 9 cut, 8 Stab) 5A is an alternative for the 5B for several mobs and is cheaper to get. It is worth to experiment here as well. The robot plates 6A (11 pen, 12 burn) The electric plates 6B ( 5 imp, 12 electric) The acid plates 2C (3 imp, 2 cut, 5 acid)
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If the damage limit I have set goes above Ghost with 5B plates I will add (good FAP), means a FAP which heals around 20 at least each attempt. If I just name ghost, Pixie/Goblin/Predator (L) with 5B should work similar and vice versa.. Of course I did not calculate your FAP, so if you have a good one you might as well go higher on the mob list. For the Tantillion mob I made an exception, since the younger ones have low HP but are often surrounded by higher ones and all of them are aggressive, I set the young-provider ones together, although the HP differs.
Due to changes in mob regenerations, I removed several mobs of the list, namely the Molisk, Feffoid, Maffoid, Combibo, Caudatergus and Cornudos. The regeneration interval of these mobs was lowered, which allows them to regenerate far faster. Of course this also means that the 20 seconds limit I set isnt working anymore since the fast regeneration mob can regenerate like 4 times now, which can be a considerable problem if you are using a low damage per second weapon.
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Stage: 1 LR: LHG: Omegaton M2100 (not maxed) LB: PF: Mob name Maturity(from-to) Daikiba Young Plumatergus Young Sabakuma Young-Mature Snablesnot Female Young Snablesnot Male Young-Mature
Max Mob HP (dam/sec*20): 20 BR: BHG: Emik S30 (L) (not maxed) SB: C: Armor
Plates
Stage: 2 LR: Sollomate Opalo (not maxed) LHG: Omegaton M2100 LB: PF: Mob name Maturity(from-to) Daikiba Mature Plumatergus Mature Snablesnot Female Mature Snablesnot Male Old
Max Mob HP (dam/sec*20): 40 BR: Isis CB5 (L) (not maxed) BHG: SB: C: Armor
Plates
Stage: 3 LR: Sollomate Opalo with A101 (not maxed) LHG: LB: Castorian Combat Enlade-A (not maxed) PF: Castorian Enknuckles-A (not maxed) Mob name Maturity(from-to) Exarosaur Mature-Old Merp Young Ripper Snapper Young Snablesnot Male Provider
Max Mob HP (dam/sec*20): 60 BR: BHG: Emik S30 (L) SB: Castorian Survial Enblade-A (not maxed) C: Armor Plates Pixie Predator (L))
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Stage: 4 LR: Sollomate Opalo LHG: LB: PF: Mob name Daikiba Merp Plumatergus Prancer Ripper Snapper Sabakuma Snablesnot Female Snablesnot Male Snarksnot
Maturity(from-to) Old Mature Old Young Mature Old-provider Old Guardian Young
Max Mob HP (dam/sec*20): 80 BR: BHG: SB: C: Armor Kobold Shogun Predator (L), Shogun Predator (L) Predator (L) Goblin Pixie
Plates
Stage: 5 LR: LHG: LB: PF: Mob name Merp Plumatergus Ripper Snapper Sabakuma Snablesnot Female Snarksnot
Max Mob HP (dam/sec*20): 90 BR: BHG: Svempa S40 (L) SB: C: Armor Shogun Kobold Predator (L) Shogun Goblin Kobold
Plates
Stage: 6 LR: LHG: Breer P1a (L) with A101 LB: Castorian Combat Enlade-A PF: Castorian Enknuckles-A Mob name Maturity(from-to) Berycled Young Cornundos Young Faucervix Young Foul Young Kerberos Young Snarksnot Old
Max Mob HP (dam/sec*20): 100 BR: BHG: SB: C: Armor Pixie Pixie Pixie Kobold
Plates
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Stage: 7 LR: Sollomate Opalo with A101 LHG: LB: Loughlin Cutter One (L) PF: Mob name Maturity(from-to) Plumatergus Guardian Snablesnot male Dominant Tantillion Young-Provider
Max Mob HP (dam/sec*20): 110 BR: BHG: SB: Castorian Survial Enblade-A C: Armor Kobold Goblin(with plates) Gremlin Pixie
Plates 2C
Stage: 8 LR: LHG: LB: PF: Loughlin Smacker One (L) Mob name Maturity(from-to) Daikiba Provider Exarosaur Provider Faucervix Mature Merp Provider Mourner Young Plumatergus Dominant Prancer Mature Ripper Snapper Provider Sabakuma Dominant Snarksnot Provider Tantillion Guardian
Max Mob HP (dam/sec*20): 126 BR: BHG: SB: Loughlin Scratcher One (L) C: Armor Plates Kobold Kobold Kobold Shogun Kobold Kobold Predator (L), Shogun Predator (L) Shogun Kobold Kobold
2A
2A
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Stage: 9 LR: Breer M1a (L) with A102 LHG: Breer P2a (L) with A101 LB: PF: Mob name Maturity(from-to) Cornundacauda Young-Mature Exarosaur Guardian Foul Adult Merp Guardian Prancer Old Ripper Snapper Guardian Sabakuma Alpha Snablesnot male Alpha Snarksnot Guardian Tantillion Dominant Tripudion Young
Max Mob HP (dam/sec*20): 150 BR: Geotrek LP120 Niloticus (L) BHG: SB: C: Armor Pixie, Kobold Kobold Kobold Shogun Shogun Shogun Shogun Goblin, Gremlin Kobold Kobold Kobold
Plates
2C 2A 2A
Stage: 10 LR: LHG: LB: PF: Loughlin Smacker Two (L) Mob name Maturity(from-to) Berycled Mature Exarosaur Dominant Faucervix Old Kerberos Mature Plumatergus Alpha Snablesnot female Dominant Snablesnot male Old Alpha Tantillion Alpha
Max Mob HP (dam/sec*20): 164 BR: BHG: Emik S50 (L) SB: Loughlin Scratcher Two (L) C: Loughlin Masher One (L) Armor Pixie Kobold Kobold Kobold Goblin, Gremlin Goblin, Gremlin Kobold
Plates 2A
5B 2C 2C 5B
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Stage: 11 LR: Breer M2a (L)/M3a (L) with A102 LHG: Breer P3a(L) with A102 LB: PF: Mob name Maturity(from-to) Berycled Old Cornundacauda Old-Provider Daikiba Guardian Exarosaur Alpha-Prowler Foul Scout Merp Dominant Morsusilex Young Mourner Mature Plumatergus Old alpha-prowler Prancer Provider Ripper Snapper Dominant Sabakuma Old Alpha-Prowler Snablesnot female Alpha Snablesnot male Prowler Snarksnot Dominant Tantillion Old Alpha-Prowler Trilomite Young Tripudion Mature-Old
Max Mob HP (dam/sec*20): 202 BR: Geotrek LP175 Sphyra (L) BHG: SB: C: Armor Kobold Kobold Kobold Kobold Kobold Shogun Kobold Kobold Kobold Shogun Shogun Shogun Goblin, Gremlin Gremlin Kobold Kobold Ghost Kobold
Plates
2A, 5A
5B
2C 2C 5B 5B 2A
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Stage: 12 LR: Riker UL1 (L) with A103 LHG: Korss H350 (L) with A102 LB: Loughlin Cutter Two (L)/Rutic Slo (L) PF: Loughlin Smacker Three (L) Mob name Maturity(from-to) Armax Cow Young Atrax Young Berycled Provider Cornundacauda Guardian Exarosaur Stalker Faucervix Provider Foul Gatherer Kerberos Old Merp Alpha Morsusilex Mature Mourner Old Plumatergus Stalker Prancer Guardian Ripper Snapper Alpha Sabakuma Stalker Snablesnot female Old Alpha-Prowler Snablesnot male Stalker Snarksnot Alpha Trilomite Mature Tripudion Provider
Max Mob HP (dam/sec*20): 260 BR: BHG: SB: Kesmek Slo (L) C: Loughlin Masher Two (L) Armor Shogun Shogun Kobold Kobold Kobold Kobold (plated), Predator (L) Predator (L) (plated), Ghost Pixie Shogun Kobold Kobold Kobold Shogun Shogun Shogun Goblin, Gremlin Goblin, Gremlin Kobold Ghost Kobold
Plates
2A 2A 5A, 5B 2A 2A
5B 5B 2A 2C 2C 5B 5B
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Stage: 13 LR: LHG: LB: Loughlin Cutter Three (L) PF: Mob name Maturity(from-to) Armax Cow Mature Bristlehog Young Cornundacauda Dominant Equus Young Guardian Faucervix Gokibusagi Young Mourner Provider-Guardian Prancer Dominant-Alpha Snarksnot Old Alpha Tezlapod Young
Max Mob HP (dam/sec*20): 290 BR: BHG: SB: C: Force Mace Assail (L) Armor Shogun Ghost Kobold Kobold Kobold(plated), Predator (L) Shogun Ghost Shogun Ghost Ghost
Plates
2A 2A 5B 5B 2A 6B
Stage: 14 Max Mob HP (dam/sec*20): 305 LR: Riker UL2 (L) with A103 BR: Isis CB13 (L) LHG: BHG: Svempa S60 (L) LB: Embra Laser Sword C1 (L) SB: PF: C: Mob name Maturity(from-to) Armor Argonaut Pixie Young-Adult Berycled Guardian Goblin Bristlehog Mature Ghost Daikiba Dominant Ghost Drone 1 Shogun Kerberos Provider Pixie Longu Young Shogun Mermoth Kobold Young Morsusilex Old Kobold Mourner Dominant Ghost (good FAP) Snablesnot female Stalker Goblin, Gremlin Snarksnot Prowler Ghost Trilomite Old Ghost Tripudion Guardian Kobold
Plates 2A
2A 2A 2A 5B 2C 5B 5B
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Stage: 15 LR: Riker UL3 (L) with A104 LHG: Korss H380 (L) with A103 LB: PF: Mob name Maturity(from-to) Argonaut Scout Atrax Mature Berycled Dominant Bristlehog Old Cornundacauda Alpha Drone 02-03 Equus Mature-Old Faucervix Dominant-Alpha Foul Guardian Gokibusagi Mature Mermoth Mature Merp Old Alpha-Prowler Prancer Old Alpha-Prowler Snarg Young Snarksnot Stalker Tezlapod Mature Trilomite Provider
Max Mob HP (dam/sec*20): 365 BR: BHG: SB: C: Armor Kobold Shogun Ghost Ghost Kobold Vigilante Kobold Kobold Ghost Shogun Kobold Shogun Shogun, Ghost Kobold Ghost Ghost Ghost
Plates
6B 2A 2A 2A 2A 5B 5B 5B 5B 5B 6B
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Stage: 16 LR: LHG: LB: Kilic Kek (L) PF: Mob name Argonaut Armax Bull Atrax Berycled Bristlehog Cornundacauda Daikiba Drone Equus Foul Gokibusagi Longu Merp Snarg Tezlapod Trilomite
Maturity(from-to) Gatherer Young Old Alpha Provider Old Alpha Alpha 04-05 Provider-Guardian Scavanger-Raider Old Mature Stalker Mature Old Guardian-Dominant
Max Mob HP (dam/sec*20): 405 BR: BHG: SB: C: Armor Kobold Shogun Shogun Ghost Ghost Kobold Ghost Shogun Kobold Ghost Ghost Shogun Ghost Kobold Ghost Ghost
Plates 5B 2A 5B 6B 5B 5B 6A 5B 5B 5B 5B 5B 6B 6B
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Stage: 17 LR: Breer M4a (L) with A104 LHG: LB: PF: Mob name Maturity(from-to) Atrax Provider Cornundacauda Prowler Faucervix Old Alpha Mermoth Old Prancer Stalker Thorio Outcast Stage: 18 LR: LHG: Breer P4a (L) with A104 LB: PF: Mob name Maturity(from-to) Berycled Old Alpha Bristlehog Dominant Stalker Cornundacauda 06 Drone Equus Dominant Faucervix Prowler Mourner Alpha Nexnecis Young Tezlapod Provider Trilomite Alpha
Max Mob HP (dam/sec*20): 435 BR: BHG: SB: C: Force Mace Basher (L) Armor Shogun Ghost Ghost Kobold Ghost Kobold Max Mob HP (dam/sec*20): 460 BR: BHG: SB: C: Armor Ghost Ghost Ghost (good FAP) Vigilante Ghost Ghost Ghost (good FAP) Shogun Ghost Ghost
Plates 2A 5B 2A 5B 5B 5B
Plates 5B 6B 5B 6A 5B 2A 5B 5B 6B 6B
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Stage: 19 LR: LHG: LB: Rutic Kil (L) Mob name Argonaut Armax Cow Atrax Berycled Bristlehog Equus Faucervix Foul Gokibusagi Longu Mermoth Morsusilex Mourner Nexnecis Snarg Tezlapod Thorio Warrior Stage: 20 LR: LHG: LB: PF: Mob name Argonaut Armax Bull Armax Cow Atrax Berycled Drone Foul Longu Mermoth Mourner Nexnecis Snarg Tezlapod Thorio Warrior
Maturity(from-to) Guardian Old Guardian Prowler Alpha Alpha Stalker Hunter Provider Old Provider Provider Prowler Mature Old Guardian Bandit 01
Max Mob HP (dam/sec*20): 515 BR: BHG: SB: Kesmek Bik (L) Armor Shogun Shogun Shogun Ghost Ghost (good FAP) Ghost Ghost Ghost (good FAP) Ghost (good FAP) Ghost Ghost Kobold Ghost (good FAP) Ghost Ghost Ghost (good FAP) Ghost Vigilante Max Mob HP (dam/sec*20): 590 BR: BHG: SB: Kesmek Vass (L) C: Force Mace Clobber (L) Armor Shogun Shogun Ghost Shogun Ghost Vigilante Ghost (good FAP) Ghost Ghost Ghost (good FAP) Ghost(good FAP) Ghost Ghost(good FAP) Ghost Vigilante
Plates 2A 5B 2A 5B 6B 5B 5B 5B 5B 5B 5B 5B 5B 5B 5B 6B 5B 6A
Maturity(from-to) Scavenger Mature Provider Dominant Stalker 07-08 Warrior-Leader Provider Guardian Stalker Old-Provider Provider Dominant Guard 02-03
Plates 5B 5B 5B 5B 5B 6A 5B 5B 5B 5B 5B 5B 6B 5B 6A
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Stage: 21 LR: Geotrek AL15 Taurus (L) with A104 LHG: Breer P5a (L)/Korss400 (L) with A104 LB: PF: Mob name Maturity(from-to) Argonaut Raider Armax Bull Old Bristlehog Old Alpha Drone 09 Equus Old Alpha Longu Guardian Warrior 04 Stage: 22 LR: Isis LR32 (L) with A104 LHG: LB: Rutic Blix (L) PF: Mob name Maturity(from-to) Argonaut Hunter Armax Cow Guardian Atrax Alpha Equus Prowler Morsusilex Guardian Thorio Raider Trilomite Old Alpha
Max Mob HP (dam/sec*20): 660 BR: Isis CB19 (L) with Beast amp BHG: SB: C: Armor Shogun Ghost Ghost (good FAP) Vigilante Ghost (good FAP) Ghost Vigilante
Plates 5B 5B 6B 6A 5B 5B 6A
Max Mob HP (dam/sec*20): 680 BR: BHG: Svempa T5(L) with Beast amp SB: Bicak Blix (L) C: Armor Plates Ghost (good FAP) 5B Ghost 5B Shogun 5B 5B Ghost (good FAP) Ghost 5B Ghost (good FAP) 5B Ghost (good FAP) 6B
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20.2 Miner
Mining divides into ore and enmatter mining. The equipment for starters can be bought at the trade terminal. It is also often a profession which can make breaking even or profiting easier, due to the higher markup of the resources you can find, compared to hunting loot for example.
20.2.1
How to mine
Ore mining as well as enmatter mining will need: A seeker, which is the tool you need to find claims, here the tt ones.
While the ore finders will require bombs the enmatter ones will need probes
Once you find a claim you will need an extractor to get the ore and enmatter out of the claim.
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Once you got the equipment you can go out into the wilderness and drop a bomb, which can have these results: - Found a claim When you found a claim a loot window will pop up with the claim deed; more about the deed later and a claim rod will appear. Your seeker window will lead you to it with a flashing arrow.
You can extract the claim by using your excavator on it. When the claim is depleted the claim rod will disappear along with your claim deed. To make the extraction of bigger claims easier you may use the Toggle Auto-Use tool action.
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Strange signal found In this case a robot spaceship landed quite close to you, your seeker window will show the direction with a red arrow instead of a green one. Dont close this window until you are either close to the ship already or are certain of your direction, as you have no other indication where it can be found. So if you close this window in a haste, you may not be able to find the spaceship anymore. Be careful while you approach, since the ship will be guarded by 3 drones. On the spaceship you can find a button. Whoever presses this button first will get the loot of the spaceship, so hurry to get it. Either kill the drones or make a run for the button if you cant do it. In case you die, be sure you press P to know the position! Such a spaceship will have 50 ped tt of loot. Those 50 ped can consist of just robot residue, or a robot beacon with various tt and the rest will be residue. Those robot beacons can either be sold, for a better price than robot residue or be used for beacon missions, which i explain later in the guide.
Found something out of ordinary. In this case an ore/enmatter appears in your loot window along with a regular claim deed. A chat message informs you about this as well.
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20.2.2
Mining Deed
The deed can be found in your inventory, under docs. When you right click at the deed You can see:
the depth the size in words and in a roman number, this gives you a rough estimation of the tt value of your deposit the resource the time left in this time you have to extract the claim in this time, after this the claim rod disappears and the not extracted ore/enmatter is lost the bigger the deposit, the more time you have
If you cant extract the claim in time, you will receive this message:
the position this is especially interesting when you were killed and have to go back To make this even easier, a map will pop up where the position of your claim is marked.
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Claims above 4000 ped value wont give you a normal claim rod, but a drill tower, which will drill the resources for you.
Once this is done, the tower will shrink together, showing that it is ready and you can get a batch of it by operating the tower. While doing this you can get skills as well.
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Deposit sizes and approximated value As already mentioned, a claim can vary in size. The tt amount the claim carries is indicated by a roman figure and.a descriptive word. Here is a list of the claim sizes. Name Minimal Tiny Very Poor Poor Small Modest Average Medium Ample Considerable Sizable Large Abundant Great Substantial Level I II III IV V VI VII VIII IX X XI XII XIII XIV XV value range(ped) 0.16 - 1 0.38 - 0.99 1 - 1.99 2 - 2.99 3 - 4.99 4.5 - 5.99 6 - 7.99 8 - 11.99 12 - 17.99 18 - 24.8 24.8 - 34.99 35 - 49.99 50 - 74 75 - 124 125 - 204 Name Significant Plentiful Huge Extremely Large Massive Vast Enormous Rich Gigantic Collosal Mammoth Immense Level value range(ped) XVI 200 - 295 XVII 303 - 449 XVIII 450 - 639 XIX 650 - 768 XX 805 - 1033 XXI 1172 - 2349 XXII 2538 - 4862 XXIII 5195 - 20858 XXIV 26418 - 93072 XXV XXVI 158000 XXVII
Some Mining hints Mining tactics depend more or less what mining theory you believe in - The finder radius is ~55 metres. Imagine a circle where you drop a bomb with a radius of 50 metres. Now it would be useful to run at least 100m so you dont cover too much of the area twice. You can check your distance by pressing P to see your position repeatedly.
This leads to the line running tactic, which looks roughly like this.
Based on the line running is the carpet bombing, which puts several lines below eachother.
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Based on that one again, but also harder to follow, is a carpet bombing tactic with shifted lines.
Carry at least one refiner for the ore or enmatter (depends on what you mine) with you. You will fast be too heavy to run as stones and enmatters are quite heavy. Having a refiner with you allows you to reduce the weight and you will likely refine your finds either way as refined resources tend to have a higher mark up. A higher number for a refiner indicates that it has less decay. So, the more you refine, the more you will save with a higher level refiner and it will pay its mark-up itself over time with the cash you saved.
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20.2.3
Upgrading
You should always have a closer look if your current finder still offers learning bonus or if you already maxed your depth. In that case you might go for a better finder, which offers most likely a better depth and maybe even a learning bonus. All these screenshots have been taken with the same skill level at the same time, to give you an impression.
Also take limited finders into consideration, especially for skilling up, since they offer a better depth sometimes,
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The excavators are another thing. The tt one is the most eco, but also pretty slow, if you want to extract faster, you will have to upgrade. If you have time however, you should stick with the tt one.
20.2.4
The depth
This information was researched by Immortal in this thread: http://www.entropiaforum.com/forums/mining/102363-mining-depths-data-ores-enmattersfinders.html. A finder will find most deeds in a range of 200 plus and minus of the average depth it shows. Certain ores and enmatters have a certain range in which they can be found as well, the current border being 1000m depth for the currently known ores and enmatters. So if you want to find a certain resource, your average depth should be in that range. (starting depth of the resource +200=average search depth the finder should have for example).
enmatter Oil Alicenies Gel Melchi water Force Nexus Garcen grease Typonolic steam Sweetstuff Blood Moss Lytairian dust Acid Root Magerian mist Angelic grit start depth 3 5 24 43 85 89 94 126 137 166 200 207 end depth 1000 887 1000 982 1000 956 848 950 1000 915 1000 1000 enmatter Growth molecules Cave Sap Solis beans Ares head Azur Lumis Leach Vegetation Spores Devil's Tail Henren Stems Dunkel particle Binary Fluid Ferrum Nuts start depth 265 355 358 359 416 420 425 430 521 581 600 698 end depth 960 966 924 884 900 914 940 827 973 944 1000 1000
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ore start depth end depth Lysterium 6 1000 Belkar 50 1000 Blaus 52 943 Zinc 89 1000 Narcanisum 95 1000 Cobalt 100 752 Himi 131 671 Gazzurdite 138 1000 Copper 146 892 Cumbriz 164 992 Ganganite 165 950 Iron 169 908 Caldorite 226 998 Niksarium 231 939 Frigulite 240 855 Alferix 242 881 Megan 245 842 Durulium 280 1000 Lanorium 282 733 Dianum 290 969 Ignisium 297 814
Ore Erdorium Kanerium Quantium Azzurdite Adomasite Petonium Gold Langotz Maganite Platinum Terrudite Tridenite Valurite Xeremite Rugaritz Zanderium Vesperdite Redulite Morpheus Kirtz
start depth end depth 302 970 386 1000 401 700 450 827 490 922 544 560 973 592 796 610 715 696 1000 700 879 735 739 1000 740 914 758 960 767 1000 876 1000 926 1000 1000 unknown atm
20.2.5
Mining Amplifiers
Mining amplifiers raise the size of the deposit you may find. For example: you would find a deposit worth 4 ped without amp, but get 6 ped with an amp. Using amplifiers is a risk, if you find nothing, you spent a lot more and even if you find more with it, it is still questionable of you find enough to cover the cost of the amplifier. Best tip here would be, if you know a good area where you know you can find stuff with a nice mark-up Since some of the more rare resources have a higher tt, using an amplifier would increase the chance to get one of those rarities a bit. Amps will also allow you a higher ped turnover, so faster skilling as well.
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20.3 Refining
I made this an own point, since it partially belongs to mining, but also crafting. Refiners are used to refine ore, enmatter and tailoring materials found while mining, sweating, on the ground (fruits, dung) and while hunting (hides, etc.). Use the refiner and its window will open.
You can just refine one enmatter/ore/hide/ stack on a time. There are 3 refiner types: ore, enmatter and tailoring materials and the basic ones can be bought at the trade terminal. While ore and tailoring material is refined 3:1; means3 lysterium stones refine to 1 lysterium ingot, or 3 animal hide refine to 1 generic leather, enmatter refines 2:1; for 2 Melchi water you get 1 Melchi crystal. This doesnt have an effect to the tt, the refiner just changes unrefined into refined. So two unrefined Oil barrels with a tt of 2 pec refine to 1 refined Oil can with a tt of 2 pec. Although the tt of the material doesnt change, the refiner will decay. This decay is based on the number of refining processes it has to do to refine the stack. If you refine 2 oil barrels to 1 can, you have the decay once, when you refine 10 barrels to 5 cans, you have the decay 5 times. Refining is still worth it, since refined materials dont just have a lower weight but tend to have a higher markup than unrefined ones as well. Higher refines will have a lower decay per For example the tt energy refiner and the MT-104 amount / refiner tt refiner (ER100) MT-104 100 refined enmatter 3.1 pec decay 2.3 pec decay 1000 refined enmatter 31 pec decay 23 pec decay
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20.4 Crafter
Crafting tends to be a more expensive profession, especially if you cant put your hands on a blueprint which enables you to craft items which can be sold for a nice profit. It divides into several sub catergories, such as armor, weapons, tool crafter, tailor, carpenter, etc.
20.4.1
The preparation
For crafting you will need a blueprint, which should preferably craft something you can sell, in the best case sell with an overall profit. Some basic blueprints (bp) can be bought at a technician NPC, but you likely end up checking auction for better ones.
Next you will need the right blueprint book to put your blueprint into, which can be purchased at a technician as well. If a blueprint becomes red when you try to put it into your book it either has this bp already or it is the wrong book, maybe try another volume of the book then. What you will also need, are resources, which ones you can see in the detailed item info of your blueprint.
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20.4.2
135
Next you have to open a blueprint book in your inventory and click at the blueprint you want to use. It will appear in the crafting window and the needed resources you will be shown again there as well. Now you can add the resources to start manufacturing, for example a basic screws blueprint:
When you put your blueprint into the machine the Success Rate bar will indicate your COS, your chance of success, the higher the bar, the higher your chance to get the desired item. Dont mistake this chance for the tt payback; it is the chance to have a successful crafting attempt. The quantity-condition slider can be used to influence the tt of the desired item, by changing the cos. If you pull the slider towards condition, your COS will be lowered. To start manufacturing you can click on the Manufacture button and your crafting attempt will be processed.
Just the resources for 1 try will be used, not at all once. If you dont want to click manufacture on your own all the time, you can also click activate the Auto Mode by clicking at the button, which will be highlighted with a green ring then. Once you click manufacture now it will automatically start a new crafting attempt once the first one is finished. The auto mode can be cancelled by clicking at the X of the processing request window; once the process is finished it wont start another one. Possible results on an attempt: 136
Success: You get the item(s) you wanted, sometimes new blueprints, maybe even diamonds. No success, but something in return: In this case you wont get the desired item, but will get some of your resources back or some residue, the residue is based on what you craft. If you craft with ore you can get metal residue, enmatter for energy residue, animal oil for oil residue and robot parts for robot residue. Failure: Your resources are lost, and you got nothing in return.
What can I use residue for? Residue can be used to increase the tt of the item you are crafting. The tt of the used residue will be transformed to the tt of the item, up to the max tt of it. The drawback here, is that you can just use residue to increase the item tt of the needed materials would cause the residue. Example, you want to craft a gun which just needs iron to craft. Iron is an ore and would create metal residue, so you can just use metal residue in this case. No energy, oil or robot residue. Now say you craft the gun which has a max tt of 5 ped, first without residue. You are successful and got a gun with say 1.3 ped. If you had added now say 10 ped of residue in the window, 3.7 ped of it had been used, your gun would have 5 ped tt and the left residue a tt of 6.3.
But why should you do it? For a repairable weapon it doesnt matter really since you could repair it for tt either way. So using residue which could be sold for some mark up for a repairable item is rather useless. For limited weapons however, which mark up % is higher than the residue %, it can be a good way to increase the profit. So if you can use residue worth say 108% to increase the tt of an item you can sell for 120% it would likely be worth it.
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20.4.3
Besides your avatars skill the quality rating of the blueprint will have influence on your COS. It can range from 1 to 100, which matches the tt of the blueprint and can be increased by crafting with the blueprint, so it is more or less a skill of the blueprint. Dark Darky Star (thanks for letting me publish it) tested the increase and slowdown in qualityrating over time with standard damper BP, which takes 1 lysterium and 2 oil per attempt. The test was based on a batch of 5000 lysterium and 10000 oil run. In the test3 basic dampers blueprints are raised until 100 quality rating. Batch No. 1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 1 2 3 4 5 6 7 8 9 10 11 12 From 0 44.5 58.6 65.4 73.6 80 83.9 87.4 90.1 93 96.6 98.6 0 44.4 56.7 67 73.1 80 83.9 87.5 90.9 93.9 97 0 44.7 59.6 67.8 73.8 79 82.7 87.2 91.2 93.3 96.1 98.6 To 44.5 58.6 65.4 73.6 80 83.9 87.4 90.1 93 96.6 98.6 100 44.4 56.7 67 73.1 80 83.9 87.5 90.9 93.9 97 100 44.7 59.6 67.8 73.8 79 82.7 87.2 91.2 93.3 96.1 98.6 100 138
Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR: Blueprint QR:
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20.6 Colourer
When you equip and use a colorer, you can place a piece of clothes into the left window and you will see what fields can be coloured, for example the 2 fields of this shirt:
You can place paint cans into the fields and see a preview as well. The success rate is influenced by your skills and by the amount of paints cans you use on the field. While you can use a maximum of 1000 cans per field 300 cans may already push you to100% success rate. Additionally to the different colours you can change the saturation with the slider. Note that you have to colour all wished fields in one go. You cant colour one field now and another one later, it has to be done at once. You can rotate the item in the colorer around to see it from different angles. When you are satisfied with the settings, you can click apply. You will receive a coloured item. Additionally 90 also 90% of the tt of the paint you used will be returned. Those 90% are paid back by increasing the tt of the piece of clothes until it reaches max tt and the rest in ped.
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If you fail the piece of clothes wont be colored and you have to try it again but you will receive the paint payback nonetheless. In the beginning you are just able to use orange, blue and yellow. With higher skills you can use more paints. Paints have SIB as well, which can be checked in the item info. You can still try to apply a color without having the needed professional standing, but your chance of success will be very low then. For removing the colour you need a bleacher which will remove the colour from all fields.
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As you can see, you can texture coloured clothes as well, or colour textured clothes, although I used it in this case to make the texture more visible.
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20.9 Scanning
A scanner is used to see the attributes of creatures and other people, sometimes their profession levels if they set them visible to the public or a more detailed info about them. It can be quite interesting, since not everyone looking like a newbie is as inexperienced as they seem. But thats it basically. You cant scan creatures to see if they have loot or something. Besides the, more or less irrelevant, information you can get with scanning, you can also get a couple of skills, which are related to professions such as mining and crafting. Some skills are depending on the target you are scanning, bots will give you mechanics (related to crafting), humans/animals anatomy (healing/hunting). A basic scanner can be bought at the trade terminal and the received information doesnt differ from a higher one. While the information you can get with scanning stays the same, the decay and range of the scanners will differ, maybe allowing you to stay out of aggro range of a mob.
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21 Mindforce
21.1 General
Mind force is the magic in Project Entropia and it is very expensive to skill it. You likely have seen it or even practised it already, since sweating is a form of mind force, the only one which doesnt need any equipment to perform it. For anything else you will need mind force chips. The chip will determine what kind of mind force you can use. Many things you can do with mind force can be done cheaper with regular items. So are healing chips inferior to faps and attack chips inferior to weapons generally, so not many people choose to skill in it. A regular used mind force chip however is the teleporter chip, which will allow you to teleport in a small radius, thus you dont have to run. But of course this comes at a cost. Although skill chips cant be used by disciples, mind force chips can be, it may actually be the only time effective way to graduate in the concentration skill. The chip themselves have different level, indicated by the name. So is a lesser heal chip a level 1 chip, while a powerful heal is level 8.
just supports level 1-3, means from lesser to medium. Anything above cannot be used. If you want to use bigger chips you need a higher implant, like this one.
So you may think, why not equip a lvl 1-3 and a 4-8?, but unfortunately you can just have one MF implant implanted at a time. So, you have to decide what chips levels you want to use. If you basically want to use a TP chip, level 1-3, so the implant from the tt, will cover most of your needs. If you really want to go into Mindforce, it is hard to get around a BD implant, but those can be quite expensive.
As long the implant supports the chips you want to use, you can use as many chips with as you want, since chips are equipped like weapons and dont have to be implanted.
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For the implantation: The implant inserter (15 ped, 2 ped decay) To insert the implant you will need a payn-inc. implant inserter, which can also be purchased at the tt, under tools, surgical.
Then use it. E.g. tend to go to aim mode (press space bar) and left click. The inserter window will open, place your implant in the field, and click at insert.
A mind force chip Now that you have an inserted implant, you will need Mindforce chips, which come in levels from 1-8 (see under statistics, right click at chip), each level with a certain name: Lesser (lvl1), minor, medium, moderate, good, potent, strong, powerful (lvl8), which has to be supported by your implant. The chip wont have to be implanted, but can be equipped and used like a weapon. The existing chips will be mentioned later. Mind Essence (ME) in your inventory
To use the chip you will need Mind Essence which is the refining product of sweat and force nexus in an energy refiner, 1 sweat + 1 Nexus = 1 Mind essence. The ME will work like ammunition for MF chips.
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21.3 Using it
To use a MF chip equip and use it, the concentration phase will start, just like in sweating, but with a different charging animation, in the picture you can see a heal chip.
Your concentration will stop if you are hit, move, or change/unequip an item and you have to start again. The focus mind force chip can give you focus charges, which will grant you a shield for your concentration phase. For each focus charge you can be hit once during your concentration without being interrupted in it. However, you will still receive damage, it just protects the concentration. When the concentration phase is finished your hands will glow and you can use the chip.
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A focus charge will work as concentration shield, allowing people to continue concentrating although they were hit. One focus charge will be lost on a hit in the process. However, you will still receive damage. In case you ignore your and are killed you will lose all your focus charges as well.
When all charges have been used up your concentration will be interrupted again if you are hit. Unfortunately, this doesnt apply for charging a TP chip, so you cant use it as fast escape option while being attacked. Focus chips are especially useful for sweaters and if you want to use MF chips in combat, for example the attack chips. Bigger the chips will allow you to give more focus charges per try. Considering the decay of the different chips are similar and the ME use is always just 1, bigger chips will be more eco to use. Of course eco is such a thing here, since a focus charge is useless for someone who doesnt use MF.
Heal chips work like faps, but offer some range, so you dont have to be that close to the person you want to heal. This comes at a cost, due to the implant which will decay and the ME, which tends to have mark up as well, a healing chip is around 2 times worse as a comparable fap.
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This is an attack chip, which works basically like a normal weapon. But instead of reloading after the shot as a rifle for example, it is charged before. So one possible use of it is to be a weapon to deal a first damage and immediately again with a rifle. Yet it isnt used too often, since the range doesnt make it too useful as a tagging weapon and the need to stand still and avoid being hit during it charges can cause problems. The eco of it isnt good either. More to this later. Firestorm chip (Pyrotropy)
This is an attack chip as well, the bigger brother of the nerve blast chip. It has a higher range and deals more damage. This makes it a possible tagging weapon but can also be used on player killing, since it is charged before the shot as well. You can deal a rather high damage hit with it and change to a gun immediately, dealing new damage. The eco of it is bad as well, more later. Teleport chip (Psychotropy)
The TP chips are likely one of the most used chips of the whole MF section. They allow you to teleport in a radius around you, thus saving you the time to run, or allowing you to pass and get out of dangerous areas. Higher level chips will have a bigger radius, but also considerably more cost per use, as well as purchasing cost. Once it is charged and you use it the map will open and light the area you can jump into up.
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This chip enables you to revive a dead person.With your first successful resurrection, you will unlock a new ability, the ethereal soul language. Without ESL you can just read like OooOOooOOooooOOooo when dead people write into the local chat. ESL will enable you to read what they really wrote. Opinions about the usefulness of being able to read like this fu... animal killed me are split, but it can be a funny ability to have. The chip itself is rather expensive though and you will need quite some skills to be able to use it, which arent cheap to get either. Wormhole chip (Psychotropy)
This chip enables you to open a wormhole between your position and the position of the receiver, someone in your friend list who will have to accept the wormhole from you. The wormhole will stay open for 20 seconds and allow everyone to teleport to the other side who can enter it in the time window and will work in both directions.
21.5 MF Eco
The eco of the MF chips can be easily misunderstood if you just look at the plain chip stats. For example the potent nerve blast chip has a max damage of 45, 2 pec decay and 5 ME burn per use. So at the first glance the awesome eco of 45/ 7= 6.4! In MF it isnt that easy though. So what has to be thought of when looking at MF eco. First of all, the implant decay is often forgotten. The implant you need to use the chips in the first place will decay each use as well, around 1 pec. This effect may not be that huge, but lets go back to the nerve blast chip from above. 45/ (2+1+5) now, which equals 5.6 damage per pec. The mind essence is another factor, since it doesnt come at tt but with a markup. For example, 150%, would put your eco to 45/(2+1+7.5)=3.91. The opalo has 3.96 by the way. For attack chips there is another problem, since bigger attack chips will have SIB. But instead of allowing you to max the chip earlier, it will require the same level to max as a chip without SIB, means level 100. Unfortunately, the SIB weapons dont deal max damage from start, but just a fraction of it. They also just offer a lower min damage. So you wont even reach the 45 damage we calculated with so far, maybe just 25 or 30. Means your eco will be very bad.
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Hints for using mindforce - Skilling in Biotropy worked best for me with a minor heal chip and healing me after a fight instead of using a Vivo T1. Of course a minor heal chip has around twice the cost per heal but at least I saved fap decay with it. - The bigger chips require some skills before you can use them.
Most sweaters are quite happy if you give them a focus charge (bubble them), so the main sweating places tend to be a good place to skill psychotropy with focus chips. Same applies for healing, since sweaters tend to get attacked and die quite often. However, if you want a more cost effective way rather heal yourself after a fight. For the use of mindforce in combat you will likely need a focus chip. If you dont have any focus charges, every hit from an attacking mob will break your concentration Skilling Psychotropy would work more cost effective when you use a medium nerve blast chip and use it as tagging weapon. That way you can get around a focus chip as well.
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22 Taming creatures
For taming you will need a whip t and nutrio bars (refining product of fruit and sweet stuff). It will help if you drag attempt tame at a button at your keyboard. At the moment just daikibas, exasaurs and snablesnots can be tamed, what can be seen at the second bar they have above their health bar. Once you are equipped and found the animal you want as your pet you have to attack it with your whip and nothing else. Be sure it has yellow bar above its health bar before attacking, the animals spirit bar, if it was damaged with another weapon than a whip it may be gone and the animal cant be tamed in that case. Either wait until it has regenerated to full health again or search another one. A red bar will appear if you hit such an animal with a whip, the respect bar while the spirit bar will decrease.
Further hits will decrease the health and spirit and increase the respect. If you are hit by the animal the respect bar will decrease again. To attempt the tame the animal has to be at very low spirit, very low health (close to death) and full respect.
The spirit will go up again a bit, while the health stays the same. You have to wait until the animal has regenerated enough to be hit with the whip again to decrease the spirit without killing it. You can also be successful.
In this case your pet will be hungry and you have to feed it some nutrio bars. Once tamed and fed it can either be brought to a stable by you to have it stabled or send running into the wild, which will cause it to stable after a while by itself. This method of automatic stabling by abandoning the pet usually results in a trust and experience loss, but since your pet doesnt have any yet since it was freshly tamed you wont have to fear it.
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The green one is the trust and will be necessary if you want to skill with your pet to increase the pets level (current pet max level is 3). You can increase the trust with an animal brush. The blue one shows you when the pet needs food. To feed your pet you will need nutrio bars. Open your inventory, click at food, drag the nutrio bars to your pet and drop them at it. The pet will give you an eating gesture and the food bar will increase again. Third is the health bar. Your pet gains experience when it performs given tasks, like greet and impress, which will make the pets food bar to decrease. Tasks for your pets can be found in the action library, moving and stop wont give experience. At level one your pet can just greet, at level two impress, at level three it can follow you (easier than the move to command) and you name it (see upper picture, the name is Hope). If you want to log off, go to a stable keeper with your pet, and click the stable command (action library) and you will get a deed for your pet and a message. To get it back, visit a stable keeper as well.
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If you desert your pet in the wilderness it will be auto-stabled after a while, but this will cost trust, experience and energy. When you dont have the option to bring a pet to a stable this might be the only option you have though.
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Places to find stables are (there should be signs to follow): Jason Center Port Atlantis Nymphtown Fort Zeus Camp Echidna Fort Ithaca Fort Argus Twin Peaks Treasure Island Castle Genesis Amethera Headquarters Omegaton West Habitat
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Claim is the first thing you have to do once you got an estate, to have it set to your name, allowing you to interact with it. Public means everyone can enter the apt. If the estate is set to not public, just the persons in your guest list can enter it: Edit Guests You can choose who is able to enter the estate in a not public state by adding names to your guest list via your friend list.
Restricted access has to be set if you want to trade the estate. You must have the estate deed in your inventory to be able to change this! Item trade means you are able to set prices for the items in your estate, this applies to shops. Estate fee due and the fee, applies for apartments and shops: If the fee wasnt paid you cant enter the estate anymore until you pay it again, which opens it for another month. Fees you havent paid in the past wont have to be paid, so you can just open the apartment if you need it. The number of guests, items points differ for the sizes of estates Additional owned area applies for houses. Means a smaller area outside the house belongs to the house too Visualize shows the owned area, which is especially useful for houses to drop items around the house. As long those items are inside your owned area no one else can pick them up. Pay, pay the fee for another month. An estate can be a place you call home. It is a place where you can drop items which cannot be picked up by anyone else, just the estate owner has the right to place items in the estate and to pick them up. But beware; the balcony of apartments does not belong to this safe zone. Items placed there can be picked up by anyone, even from the balcony below or above.
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There are also a lot of furniture items and other items which can be used as decoration, so it cant just be used as plain storage.
To drop items in your estate, left click at them and drag them out of the inventory and release the mouse button. The item stays on your mouse cursor now and can be rotated by holding the right mouse button and moving the mouse. You cant drop broken items or items below 1 pec tt.
Here a little graphic about apartment sizes, made by Jamira (thx for the permission to use it).
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23 Skill chips
You need a payn-inc implant inserter to extract/implant skills and cant use skill chips as long you are a disciple. The skill changes by extracting or implanting will be permanent.
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23.1.1
The process
In this example the power fist skill is chipped out, starting with an ESI of this tt value: Starting amount of powerfist skill:
Equip and use your payn-inc inserter and drag the ESI into it.
Click insert:
When you have selected the skill you want to chip (Power Fist in this case) out you will see a description at the bottom as usual, but also 2 symbols. The first one you can use to see the market data of this skill, the second is used to extract.
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When you click the extract button you can determine how many skills you want to extract. You cant fill the ESI with more points than the tt could handle and the number will jump to the max amount of skills you can load into this ESI. In this example I chip all the skills out.
and confirming:
You get a skill implant, the remainder of the ESI tt you get in peds this time, because the ESI tt had fallen below 10 ped.
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24 Beacon missions
Beacon missions can be looted from a robot spaceship (see mining). If you buy them at auction, they can be found at misc items robot parts.
Beacons have different tt values and the higher the value, the harder the bots you will encounter. In any case you should have armor that is effective against bots, means shogun or rather vigilante and for higher level beacons a set of 6A and vigilante plates wont be the worst choice either. In short, and to explain a bit in advance, this is what a beacon is for: A beacon will call a robot transport vessel down to the planet and will bring you and your team its mother ship. There you will fight your way through several levels up to the boss, eliminate the boss and run back to loot all the crates you werent allowed to open before. First, you will need a team, since you will be on the clock later on and several crates in each level have to be looted; this cant be done by just 1 person most likely. So, if this is your first beacon mission, you should start with 8-10 members. It can be done easily with 6 or 5, even just 4, but rather be on the save side if someone dies. The beacon holder should set this team up. After this the team meets at the place the beacon indicates when you right click at it with coordinates and a mark at the map There are several starting firm places for beacon and just 1 beacon mission is allowed per place at a time. So if 2 teams want to have a beacon mission say west of troy at the same time, the just the team who calls the transport vessel first and flies up is allowed to do it. The second team has to wait until the first team finished.
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Arrived at the location, the team leader will use the beacon. To do so, equip it, and shoot it like a weapon. If the robot ship doesnt come, you are neither not close enough to the location, or another team is already up there.
So you look up, and see the robot transport vessel coming.
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As soon it is close, it will hover over you, the entry will open, and a ramp will appear.
(Thanks here to my team by the way and simply ignore the name we had on the mission ^^) Then everyone enters it. Inside the ship is the last option to invite everyone who you want to take with you into the team. Everyone who is not in the team when the ship starts, will fall on the ground and stay on the planet! 165
and (the message you get with right click on it). Open your inventory, and drag the beacon from it to the unit and drop it on it.
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As soon the beacon is placed there, the actual mission will begin, the ship will start and transport you to the mother ship. If the ship is called and you dont place the beacon in the transponder unit for whatever reason, say someone just logged off, or someone else is coming and you want to wait for him, the transport vessel will fly away after some time. But it can be called again, so no risk to wait for someone if the ship was already called. Soon you will arrive at the mother ship and enter level 1. At this moment the timer starts, and you are on the clock. You have 60 minutes until the final countdown timer of 8 minutes for the self destruction will start.
On each level you find a Teleporter leading to the Teleporter one level up (except at the last level, the boss level of course. Arrived at the level above, the Teleporter will take you down again to the previous level. This picture was taken from level 1, showing the tp to the next level.
To be able to use the tp you have to eliminate most of the robots, but since you have to run back later on, I recommend you kill all. And no robot you kill will carry any loot, the only loot comes from the robot storage containers, in the picture you can see three of them.
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They cannot be opened yet. . The locations of the containers will stay the same, but the amount in those box spawn points will. Once you know a level by heart, you know also where to look for the crates. On your way up to the boss level, you should assign a level for each team member, which he is going to loot as soon the boxes can be looted and take your time for that. Make sure those looters know where to find the boxes or give them time to explore the levels. The fastest one should be assigned to level 1 (highest agility), second fastest to level 2. As soon they can be looted EVERYONE just runs to the level he was assigned to and loots the boxes he was assigned to. NO level or box before. To open a container you will need some seconds, so dont assign too many crates for just 1 person and maybe assign 2 for the harder levels. You also have to assign a boss killer or more, if he needs help. Those cannot reach level 1 or 2 usually, but depending on their speed they might be able to reach level 3 and above, but dont take them into calculation for the lowest levels.
AS LONG NOT EVERYONE IS AT LEVEL 6, DONT KILL ANY BOTS AND FOR SURE NOT THE BOSS THERE. WAIT UNTIL EVERYONE IS AT THE BOSS LEVEL BEFORE YOU ENGAGE THE BOTS THERE! Once everyone is at the boss level, you can go on, although it may be useful to let robots east of the teleporter live for now. All looters stay at the teleporter, just the boss killer goes further into level 6, towards the boss. That has a simple reason: You are just able to loot any boxes if you are the boss level at the moment self destruct was started! Dont TP down before this happened! 168
The self destruct starts when every robot at level 6 was killed but one. Hence, if you let the drones east of the teleporter live, the self destruct wont start when the boss is killed, giving the boss killer time to move into position. Killing one of the eastern bots will trigger the self destruction then.
The looters wait at the TP. Boss killer searching and killing the boss.
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This tells you that you are now able to loot the boxes you have seen before at the levels.
This tells you that you should hurry with the looting. :) From this moment, the 8 minute counter starts and everyone runs to the level he was assigned to and starts to loot the crates there. You will receive some more warnings during you run, but stay cool and concentrate on looting. After 8 minutes the ship will explode and you will be revived at the revival terminal on the planet, except you are on level 1. If you are at level 1 when the ship explodes the vessel which brought you up brings you down safely to the place you called the ship. It may be advisable to go back to level 2 and die with the rest of the team though sometimes. The loot will stay in your inventory, even after you died. The team loot rules dont apply, so if you got it, its yours for now. If you want to share it later on, you should announce that from start and just fly with ppl you trust.
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Tactics for beacon missions and summary Leave everything you dont need at the storage. Means all those heavy ores, 5 sets of armor, 400 probes and lots of clothes. Be sure you bring some ranged weapons. Some bots are at platforms and cant be reached with melee or handguns or melee. Be sure you take enough ammo with you. After you called the ship, be sure everyone you want to take with you is in the team. The bots you kill on the beacon missions wont have any loot. You will need at least 1 boss killer (good equipped against bots) and enough people to loot all crates. The storage boxes are the only way to get loot, so be sure they are all covered. Assign the levels and boxes on your way up, so the assigned people come to know the level and develop a path to get to the crates. If you do it before you start you might just confuse everyone unnecessarily. Take your time to find all the crates and developing the path you are going to open to them. If a level has many boxes or is generally hard, assign 2 people for it. Keep the people alive. Especially those without anti-robot equipment should stay behind, maybe even at the tp or at the level below. They might miss some action, but survive at least. It bites pretty much to die on such a mission. Just people who are at the boss level when the boss is killed can loot boxes later on. EVERYONE, again EVERYONE, should be at the boss level before ANY bot is engaged and not TP down anymore. Check again that everyone is there before the boss is engaged to avoid that some early starters arent there who simply ran too early. If you want to give the boss killer time to move into position and trigger the self destruct from the teleporter, let the eastern drones you can see from the teleporter live and kill all other robots. As soon all other robots at level 6 are dead killing one of the eastern drones will trigger the self destruct. When you get the message that you are seen as a friendly unit, start to run to your assigned level and DONT loot any box on your way there. Just loot the boxes at your level. If more than 2 people loot a level, be sure they communicate. It is very time consuming to loot boxes twice, since you wont receive a message that the box was already looted. When running back you may disable Move to target when interacting in your options menu. This will grant you a bigger range in using the teleporters as well as opening the containers. If you are the level 1 looter, and therefore in the save zone, it might useful to tp up to level 2 to die with your team. So you revive at the same place, and are not split up.
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26 Some websites
Here a little collection of links, containing forums and other interesting sites. http://rp.apachenet.de My site actually, might be worth a visit. You can also find the guide there. www.entropiaforum.com a very active and informative forum can be found here. www.entropedia.info Wikipedia for Entropia http://jdegre.net/pe/scanner/ the site of a handy tool which allows you to extract your skills from the skill window in game. It will also tell you the tt yours skills and allow you to save your skills in a .cfg file. http://jdegre.net/pe/unlocker.php this site contains another handy tool, the chipping optimizer. It can read cfg files for example, out of which you can determine a profession goal you want to chip to and it will give you the cheapest option to do so. http://www.realityport.com/ the site of club neverdie with forum www.entropia-loot.com here you can find what creature loots which items. http://peauction.com/ on this site you can find mark up information on the different items. However, they dont include items bought via buyout, so generally they will be lower than the mark up information you get on an item in game. You also have to be aware of the very rare items. Since they are hardly traded the mark up information may be based on an old value, while the actual value may have changed. http://www.mytwopecs.com/ similar as peauction, but more for the commonly traded resources. http://www.entropedia.info/ here can be found a lot of info too, about quite everything you may be interested in, the contra, it could be false http://www.entropiatools.com/ site for pretty many calculation options, for example, weapons compare to calculate your economy for certain weapons.
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27 Some abbreviations
tt tp dam inv ctd ped pec fl ME MF pm PVP ESI MA ME LB HG MMS HP HA pa cp CND ah afk HoF ATH afaik asap btw brb cu lmao nvm thx ty yw wd trade terminal, or the cash you would get if you sell something to it Teleporter damage inventory crash to desktop; just the existence of that abbreviation shows it isnt that rare Project Entropia Dollar (your cash) Project Entropia Cent Friends List mind essence mind force private message (with the Friends List) Player versus Player , means you can be shoot from other players, you will get a warning message if you enter such a zone empty skill implant Mindark (could also be martial arts, depending on what you are talking about) mind essence long blade hand gun Marksmanship health points, life points hit ability port atlantis (the start town usually) camp phoenix or crystal palace club neverdie Atlas haven (not that often used) away from keyboard Hall of fame All time high (a section of the hall of fame with the highest findings ever) as far as I now as soon as possible by the way be right back see you laughing my ass off never mind thanks thank you you are welcome well done
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