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NC2 (Open Beta) Initial Character Stats

A small easy chart that lists everyone's starting stats.

  Psi Power Intelligence Constitution Dexterity Strength
Private Eye 1 3 3 3 3
Spy 1 5 2 3 2
Tank 1 1 4 2 5
Psi Monk 5 4 1 2 1

Go to Tool Chart --Divider-- Go to Guestbook

NC2 (Open Beta) Initial Character
Items and Skills

This chart gives a full listing of starting equipment and skills, important things to note when making a character, approximate cash value of starting equipment (tested by a PI with 3 Intelligence and 0 Barter selling to a Nomad trader), and other comments.  All comments are my opinions and not official.  If you find an error or fact that needs updating please feel free to note it in the guestbook or this page's forum.  So far I've evaluated the class money averages to be approximately 500 (Spy), 500(Tank), 600 (P.I.), and 700 (psi).  The lower stocked characters should be better equipped to bring averages all up to around 1k, IMHO.  This can probably be easily done by giving most people a more standard line up of equipment: All psi monks could have 4 spells, or 3 spells and a tool appropriate to class, no other weapons and a psi booster.  Spys and P.I.s should have 2-3 tools appropriate to class, at least one dexterity based and one intelligence based, or 3 if they are under funded.  Optionally if they have 2 give them a nice gun/ammo, and if they have 3 give them a stiletto.  In any case, you may also use the chart at the bottom of this page to see where the tool gaps lay.

 
Class Starting Equipment Starting Skills
General Comments

(Color Key)

Most characters start with 6-8 items
1-3 weapons
1-2 APU spells
1-3 PPU spells
1-3 Tools
1-2 Drugs
1-2 Armor
1-2 Ammo
1-3 Misc items
Stats are broken up by skill
(P)=Psi Power
(I)=Intelligence
(C)=Constitution
(D)=Dexterity
(S)=Strength
Here I'll have general notes and comments.
Warnings and suggestions for when:

You dont start with a tool points are in.
You can not use starting equipment at start.
MINIMUM requirements for spells you start with.
Estimate value of items sold to a general buyer (YOs).

Suggestions to KK:
Here I will put my ideas and comments about this character type since I feel points should all be used productively and starting equipment should be distributed evenly.

Assassin

(Private Eye)

1x Good Lazar Rifle (85 yos)
1x Good Special Alloy Knife (122 yos)
1x Artifact Light-Kevlar Boots (89 yos)
1x Halogen Flashlight (27 yos)
1x Stamina Booster (11 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
2x 7.62mm Rifle Rounds (2 yos)
(P) 2 Psi Power
(I) 6 Hacking
(I) 14 Weapon Lore
(C) 2 Body Health
(C) 8 Athletics
(D) 35 Rifle Combat
(D) 25 Hightech Combat
(D) 18 Agility
(S) 20 Transport
(S) 20 Resist Force
Hack Tool requires 20 hacking.
(536 yos)

Suggestions to KK:
In my MC5 surveys the Assassin and Inquisitor seem to be the most played classes by first time players do to cool names.  Maybe drop hacking altogether for a dex based trade skill like recycle or repair, lowering tech combat a tad (the spy version of this char has none).  However Drivers also have repair and hacking so perhaps the Assassins should have recycle and repair and not hacking, that way they can recycle ammo, repair their gun, and also focus int on weapon lore.  That would also bring it closer to the class average of 600 yos.

Assassin

(Spy)

1x Normal Lazar Rifle (83 yos)
1x Good Stiletto (84 yos)
1x Artifact Light Energyfield Belt (60 yos)
1x First Aid (19 yos)
1x Stamina Booster (11 yos)
2x 7.62mm Rifle Rounds (2 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
(P) 2 Psi Power
(I) 28 hack
(I) 50 weapon lore
(C) 15 Body Health
(C) 5 Athletics
(D) 25 Rifle Combat
(D) 10 Agility
(D) 5 Repair
(S) 8 Transport
(S) 2 Resist Force
No repair tool at start
(459 yos)

Suggestions to KK:
Well, the spy average is 500 yos, which is much lower than other class averages and the Assassin is still under budget.  You can easily afford a repair or recycle tool and not be over budget.  Like the PE I do think the assassin would benefit more from recycle than repair so that they can clone ammo.  There should be tank Assassins, maybe working it to be more like a demolitions expert than a sniper.
Driver

(Private Eye)

1x Good Lazar Gun (85 yos)
1x Good Special Alloy Knife (122 yos)
1x Artifact Light-Kevlar Boots (89 yos)
1x Normal Cryton RP-TL30 Repair Tool (218 yos)
1x Stamina Booster (11 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
2x 9mm Clip (2 yos)
(P) 2 Psi Power
(I) 6 Hacking
(I) 14 Weapon Lore
(C) 8 Body Health
(C) 2 Athletics
(D) 35 Pistol Combat
(D) 18 repair
(D) 25 Vehicle Use
(S) 20 Transport
(S)20 Resist Force
Hack Tool requires 20 hacking
(727 yos)

Suggestions to KK:
Okay, hacking is not needed, especially not at 6.  Put the skill into something a Driver may use such as barter so that they can buy the vehicle cheaper, and maybe have a datacube so they can get a bike blueprint from somebody, or a vehicle component part 1 and vehicle part 1 so they can get started.  IMHO this class is the most likely to confuse Neocron newbies since they would be expecting to drive right away.
Driver

(Spy)

1x Good Lazar Gun (85 yos)
1x Good Stiletto (84 yos)
1x Normal Cryton RP-TL30 Repair Tool (218 yos)
1x Artifact Light Energyfield Belt (60 yos)
1x First Aid (19 yos)
1x Stamina Booster (11 yos)
2x 9mm Clip (2 yos)s
(P) 2 Psi Power
(I) 15 Hacking
(I) 50 Weapon Lore
(I) 13 Implant
(C) 15 Body Health
(C) 5 Athletics
(D) 20 Pistol Combat
(D) 12 Vehicle Use
(D) 8 Repair
(S) 8 Transport
(S) 2 Resist Force
Hack Tool requires 20 hacking
No hack tool at start
No implant tool at start
(481 yos)

Suggestions to KK:
Hmmm, implant? ... And once again this character does not have the tools the character skills imply.  Once again barter would be good for a driver, and if implant is desired make it 28 and give them an implant tool: No other spy can implant and no characters start with the tool yet.
Driver

(Tank)

1x Good Special Alloy Knife (122 yos)
3x Standard Grenades (6 yos)
1x Perfect Kevlar-Armorvest 1 (118 yos)
1x First Aid (19 yos)
1x Stamina Booster (11 yos)
1x Good Street Model Grenade Launcher (198 yos)
(P) 2 Psi Power
(I) 10 Weapon Lore
(C) 14 Athletics
(C) 20 Body Health
(C) 6 Endurance
(D) 6 High Tech Combat
(D) 14 vehicle use
(S) 40 Heavy Combat
(S) 20 Transport
(S) 18 Resist Force
(486 yos)

Suggestions to KK:
Well the skills mostly check out as this looks like more of a gunner than a driver.  Maybe give him leg armor as he is a tad under his class norm of 500 yos and I think all tanks should get 2 pieces of armor do to lack of tools and spells.  Also there should be more tank sub classes.
Engineer

(Private Eye)

1x Good Lazar Gun (85 yos)
1x Good Special Alloy Knife (122 yos)
1x Artifact Light-Kevlar Boots (89 yos)
1x Stamina Booster (11 yos)
2x 9mm Clip (2 yos)
1x Normal Cryton CD-TL30 Construction Device (304 yos)
1x Normal Cryton RP-TL30 Repair Tool (218 yos)
(P) 2 Psi Power
(I) 20 Construction
(C) 2 Body Health
(C) 8 Athletics
(D) 30 Pistol Combat
(D) 16 Agility
(D) 16 Repair
(D) 16 Recycle
(S) 30 Transport
(S) 10 Resist Force
No recycler at start
(833 yos)

Suggestions to KK:
All classes should be this well stocked tool-wise, but it is 200 yos over the class average and the highest funded non psi monk.  Drop the recycle skill for more repair skill.  This would be especially good if the Scientist has more recycle as a primary dex trade skill since these two chars are your most likely to be paired between friends.
Engineer

(Spy)

1x Good Lazar Gun (85 yos)
1x Good Stiletto (84 yos)
1x Perfect Light Energyfield Belt (60 yos)
2x 9mm Clip (2 yos)
1x First Aid (19 yos)
1x Normal Cryton RP-TL30 Repair Tool (218 yos)
1x Normal Cryton CD-TL30 Construction Device (304 yos)
(P) 2 Psi Power
(I) 20 Barter
(I) 40 Construction
(I) 18 Research
(C) 15 Body Health
(C) 5 Athletics
(D) 20 Pistol Combat
(D) 6 Repair
(D) 14 Agility
(S) 8 Transport
(S) 2 Resist Force
No research tool at start
(774 yos)

Suggestions to KK:
Either give them a research tool or give them more construction and barter to start.  This will encourage them to hang out with scientists more. :)
Engineer

(Psi Monk)

1x Good Crahn Energy Bolt(84 yos)
1x Good Crahn Heal (120 yos)
1x Good Crahn Constructskill booster 1 (122 yos)
1x Good Stiletto (84 yos)
1x Artifact Crahn Power Gauntlet (70 yos)
1x Artifact Crahn Shelter Vest (116 yos)
1x Psi Booster 1 (14 yos)
1x Normal Cryton CD-TL30 Construction Device (304 yos)
(P) 12 Passive Psi Use
(P) 25 Aggresive Psi Use
(P) 18 Mental Steadiness
(P) 23 Psi Power
(I) 20 Psi Use
(I) 20 Construction
(C) 8 Body Health
(C) 2 Athletics
(D) 10 Repair
(D) 10 Agility
(S) 2 Transport
No repair tool at start
Minimum Spell requirement: PPU 12, MST 6,and APU 5
(914 yos)

Suggestions to KK:
The class average for a psi monk is 700 so this is well above that.  I would suggest dropping repair and putting it into agility or add the tool.
Field Medic

(Psi Monk)

1x Good Crahn Parashock Bolt (47 yos)
1x Good Crahn Heal (120 yos)
1x Good Crahn Deflector (124 yos)
1x Good Crahn Basic Resist Booster 1 (122 yos)
1x Good Stiletto (84 yos)
1x Perfect Crahn Power Gauntlet (70 yos)
1x Perfect Crahn Shelter Vest (116 yos)
1x Psi Booster 1 (14 yos)
(P) 35 Passive Psi Use
(P) 18 Mental Steadiness
(P) 25 Psi Power
(I) 30 Psi Use
(I) 10 Implant
(C) 8 Body Health
(C) 2 Athletics
(D) 20 Agility
(S) 2 Transport
No Implant Tool at start
Minimum spell requirements: PPU 7 MST 3
(697 yos)

Suggestions to KK:
An implant tool is very important to this concept of the medic.  Also as now the character is more of a healer they should have spy and PI versions of this as more of a street doc, with implant and recycle (so they could clone med kits).
Hacker

(Private Eye)

1x Good Lazar Gun (85 yos)
1x Normal Special Alloy Knife (120 yos)
1x Artifact Light-Kevlar Boots (89 yos)
1x Halogen Flashlight (27 yos)
1x Stamina Booster (11 yos)
2x 9mm Clip (2 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
(P) 2 Psi Power
(I) 20 Hacking
(C) 2 Athletics
(C) 8 Body Health
(D) 34 Pistol Combat
(D) 24 Hightech Combat
(D) 10 Agility
(D) 10 Repair
(S) 20 Transport
(S) 20 Resist Force
No repair tool at start
(532 yos)

Suggestions to KK:
I'd drop repair all together and put more in tech combat because tech combat apparently helps in hack=net.  I would also give them a hack-net weapon program.
Hacker

(Spy)

1x Good Lazar Gun (85 yos)
1x Normal Stiletto (84 yos)
1x Artifact Light Energyfield Belt (60 yos)
1x First Aid (19 yos)
1x Stamina Booster (11 yos)
2x 9mm Clip (2 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
(P) 2 Psi Power
(I) 50 Hacking
(I) 28 Weapon Lore
(C) 15 Body Health
(C) 5 Athletics
(D) 20 Pistol Combat
(D) 10 Agility
(D) 10 High Tech Combat
(S) 8 Transport
(S) 2 Resist Force
(461 yos)

Suggestions to KK:
This is a functional stat set up.  Maybe start them with "software" for hacking.
Hacker

(Psi Monk)

1x Normal Crahn Energy Bolt (84 yos)
1x Good Crahn Heal (120 yos)
1x Good Stiletto (84 yos)
1x Artifact Crahn Power Gauntlet (70 yos)
1x Perfect Crahn Shelter Vest (116 yos)
1x Psi Booster 1 (14 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
(P) 12 Passive Psi Use
(P) 25 Aggresive Psi Use
(P) 18 Mental Steadiness
(P) 23 Psi Power
(I) 20 Hacking
(I) 20 Psi Use
(C) 8 Body Health
(C) 2 Athletics
(D) 20 Agility
(S) 2 Transport
Minimum spell requirements: APU 5, PPU 7 MST 3
(686 yos)

Suggestions to KK:
I'd give this char a bolt, a spy booster (because that raises hacking), and hack-net software.  Also drop the heal spell, as this will give the classes some variety
Infiltrator

(Private Eye)

1x Good Lazar Gun (85 yos)
1x Good Special Alloy Knife (122 yos)
1x Artifact Light-Kevlar Boots (89 yos)
1x Halogen Flashlight (27 yos)
1x Stamina Booster (11 yos)
2x 9mm Clip (2 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
(P) 2 Psi Power
(I) 6 Hacking
(I) 14 Weapon Lore
(C) 2 Athletics
(C) 8 Body Health
(D) 40 Pistol Combat
(D) 20 Hightech Combat
(D) 18 Agility
(S) 20 Transport
(S) 20 Resist Force
Tool requires 20 hacking
(536 yos)

Suggestions to KK:
This character is much like the Assassin with a pistol.  It would be nice if there were some differences, maybe drop the gun all together for a knife/shocker and some melee skill, drop weapon lore for more hacking, and throw in some hacking software.
Infiltrator

(Spy)

1x Good Lazar Gun (85 yos)
1x Good Stiletto (84 yos)
1x Artifact Light Energyfield Belt (60 yos)
1x First Aid (19 yos)
1x Stamina Booster (11 yos)
2x 9mm Clip (2 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
(P) 2 Psi Power
(I) 20 Hacking
(I) 8 Barter
(I) 50 Weapon Lore
(C) 15 Body Health
(C) 5 Athletics
(D) 25 Pistol Combat
(D) 10 Agility
(D) 5 Repair
(S) 8 Transport
(S) 2 Resist Force
No repair tool at start
(459 yos)

Suggestions to KK:
Again its a bit like am Assassin with a pistol.  Maybe consider getting a different trade skill like recycle.
Inquisitor

(Psi Monk)

 

1x Good Crahn Energy Bolt (84 yos)
1x Good Crahn Fireball (199 yos)
1x Good Stiletto (84 yos)
1x Artifact Crahn Power Gauntlet (70 yos)
1x Artifact Crahn Shelter Vest (116 yos)
2x Psi Booster 1 (14 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
(P) 35 Aggressive Psi Use
(P) 18 Mental Steadiness
(P) 25 Psi Power
(I) 10 Hacking
(I) 30 Psi Use
(C) 8 Body Health
(C) 2 Athletics
(D) 20 Agility
(S) 2 Transport
Tool requires 20 hacking
Minimum spell requirements: APU 12 MST 6
(765 yos)

Suggestions to KK:
The most popular psi monk newbie class because of the cool name.  Unlike some others the MST/APU ratio is perfect.  The hacking is a tad pointless so I'd suggest removing it for psi use.  Leave the hacking to hackers and Infiltrators.
Preacher

(Psi Monk)

 

1x Good Crahn Energy Bolt(84 yos)
1x Normal Crahn Fireball (199 yos)
1x Good Crahn Heal (120 yos)
1x Good Crahn Basic Resist Booster 1 (122 yos)
1x Good Stiletto (84 yos)
1x Perfect Crahn Power Gauntlet (70 yos)
1x Artifact Crahn Shelter Vest (116 yos)
1x Psi Booster 1 (14 yos)
(P) 19 Passive Psi Use
(P) 19 Aggressive Psi Use
(P) 15 Mental Steadiness
(P) 25 Psi Power
(I) 40 Psi Use
(C) 8 Body Health
(C) 2 Athletics
(D) 20 Agility
(S) 2 Transport
Minimum spell requirements: 12 APU, 7 PPU, and 6 MST
(809 yos)

Suggestions to KK:
You only need 10 MST.  While they have a good spell array, it may be nice to have shield instead of the booster, which should be left to more passive types.
Rigger

(Private Eye)

3x Good A&W Basic Lightweight Attack Drone (15 yos)
1x Good Special Alloy Knife (122 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
1x Stamina Booster (11 yos)
1x Artifact Light-Kevlar Boots (89 yos)
1x Halogen Flashlight (27 yos)
(P) 2 Psi Power
(I) 6 Hacking
(I) 14 Willpower
(C) 8 Athletics
(C) 2 Body Health
(D) 20 Hightech Combat
(D) 10 Agility
(D) 8 Repair
(D) 40 Remote Control
(S) 30 Transport
(S) 10 Resist Force
No repair tool at start.
Hack tool requires 20 hacking
(492 yos)

Suggestions to KK:
Again i feel hackers are to plentiful and kind of out of theme for this character.  Give barter instead so riggers can buy more drones.  And this is one of the few classes that REALLY gets a good benefit from repair, as drones are always breaking.
Rigger

(Spy)

3x Good A&W Lightweight Basic Attack Drone (15 yos)
1x Good Stiletto (84 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
1x Stamina Booster (11 yos)
1x Artifact Light Energyfield Belt (60 yos)
1x First Aid (19 yos)
 
(P) 2 Psi Power
(I) 20 Hacking
(I) 8 Barter
(I) 50 Willpower
(C) 5 Athletics
(C) 15 Body Health
(D) 6 Agility
(D) 4 Repair
(D) 30 Remote Control
(S) 8 Transport
(S) 2 Resist Force
No repair tool at start
(417 yos)

Suggestions to KK:
As with the PE drop hacking for barter, and get them a repair tool as repair is a most useful skill to a rigger.  If I had 5 nc for every time I saw a rigger in Plaza 1 asking for a repair or constructor I would have another apartment and a tank.
Scientist

(Spy)

1x Good Lazar Gun (85 yos)
1x Good Stiletto (84 yos)
1x Perfect Light Energyfield Belt (60 yos)
2x 9mm Clip (2 yos)
2x Empty Datacube (9 yos)
1x Normal Cryton RT-TL30 Research Tool (218 yos)
(P) 2 Psi Power
(I) 20 Barter
(I) 18 Construction
(I) 40 Research
(C) 15 Body Health
(C) 5 Athletics
(D) 20 Pistol Combat
(D) 14 Vehicle Use
(D) 6 Agility
(S) 8 Transport
(S) 2 Resist Force
No Construction Tool at start
(469 yos)

Suggestions to KK:
As with the Engineer I'd suggest dropping the un-tooled trade skill, in this case construction, for more research.  I would also remove vehicle use in favor of recycle, since recycle raises dex and would make the Scientist an ideal traveling mate for the Engineer: A combo of construction and repair.
Scientist

(Psi Monk)

 

1x Good Crahn Energy Bolt(84 yos)
1x Normal Crahn Heal
1x Good Stiletto (84 yos)
1x Perfect Crahn Power Gauntlet (70 yos)
1x Perfect Crahn Shelter Vest (116 yos)
1x Normal Cryton RD-TL30 Recycling Device (38 yos)
1x Normal Cryton RT-TL30 Research Tool (218 yos)
1x Empty Datacube (9 yos)
(P) 25 Passive Psi Use
(P) 12 Aggressive Psi Use
(P) 18 Mental Steadiness
(P) 23 Psi Power
(I) 20 Psi Use
(I) 20 Research
(C) 8 Body Health
(C) 2 Athletics
(D) 10 Agility
(D) 10 Recycle
(S) 2 Transport
Minimum spell requirements: 7 PPU, 5 APU 3 MST
(739 yos)

Suggestions to KK:
Drop the APU for more PPU and give them parashock and a construct skill booster.
Smuggler

(Private Eye)

1x Good Lazar Gun (85 yos)
1x Good Special Alloy Knife (122 yos)
1x Perfect Light-Kevlar Boots (88 yos)
1x Halogen Flashlight (27 yos)
1x Stamina Booster (11 yos)
1x 9mm Clip (2 yos)
1x Normal Cryton RP-TL30 Repair Tool (218 yos)
1x Normal Cryton RD-TL30 Recycling Device (38 yos)
(P) 2 Psi Power
(I) 20 Barter
(C) 8 Body Health
(C) 2 Athletics
(D) 35 Pistol Combat
(D) 25 Agility
(D) 8 Repair
(D) 10 Recycle
(S) 30 Transport
(S) 10 Resist Force
(591 yos)

Suggestions to KK:
Drop the repair, pistol combat, and some agility till you have 50-65 recycle and give this character a salvage tool & recycle tool.  These can be the dedicated scavenger class.  Also give them 10 melee and 20 transport.
Smuggler

(Spy)

1x Normal Lazar Gun (82 yos)
1x Good Stiletto (84 yos)
1x Perfect Light Energyfield Belt (60 yos)
1x First Aid (19 yos)
1x Stamina Booster (11 yos)
2x 9mm Clip (2 yos)
1x Normal Cryton RP-TL30 Repair Tool (218 yos)
(P) 2 Psi Power
(I) 50 Barter
(I) 28 Weapon Lore
(C) 15 Body Health
(C) 5 Athletics
(D) 20 Pistol Combat
(D) 6 Repair
(D) 14 Agility
(S) 8 Transport
(S) 2 Resist Force
(478 yos)

Suggestions to KK:
As with the P.E. I suggest you put most dex points in recycle (leaving them with pistol combat 5 and 35 recycle) and equip them with a salvage and recycle tool.  Leave in base skills as they are and maybe rename this class scavenger.
Smuggler

(Psi Monk)

1x Good Crahn Energy Bolt (84 yos)
1x Good Crahn Heal (120 yos)
1x Good Stiletto (84 yos)
1x Perfect Crahn Power Gauntlet (70 yos)
1x Perfect Crahn Shelter Vest (116 yos)
2x Psi Booster 1 (14 yos)
1x Normal Cryton RD-TL30 Recycling Device (38 yos)
(P) 12 Passive Psi Use
(P) 25 Aggressive Psi Use
(P) 18 Mental Steadiness
(P) 23 Psi Power
(I) 20 Barter
(I) 20 Psi Use
(C) 8 Body Health
(C) 2 Athletics
(D) 10 Agility
(D) 10 Recycle
(S) 2 Transport
Minimum spell requirements: 7 PPU, 5 APU, 3MST
(540 yos)

Suggestions to KK:
Trade heal for supporter booster and construct booster: This will increase recycle and transport.
Soldier

(Private Eye)

1x Good Street Model Grenade Launcher (198 yos)
1x Good Special Alloy Knife (122 yos)
1x Artifact Light-Kevlar Boots (89 yos)
1x Halogen Flashlight (27 yos)
1x Stamina Booster (11 yos)
2x Standard Grenades (6 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
(P) 2 Psi Power
(I) 6 Hacking
(I) 14 Weapon Lore
(C) 8 Body Health
(C) 2 Athletics
(D) 40 Hightech Combat
(D) 20 Agility
(D) 8 Repair
(D) 10 Recycle
(S) 30 Heavy Combat
(S) 4 Transport
(S) 6 Resist Force
No Recycle Tool at start
Hack Tool requires 20 hacking
Grenade launcher requires 5 Str (character starts with 3).
(657 yos)

Suggestions to KK:
This seems to be the heavy weapon Assassin.  I suggest they either go with repair or recycle and make sure they have the tool.  And drop hacking and the hack tool, putting the int into more weapon lore.  Finally instead of boots give the soldiers a low level helmet, this way you can vary the starting equipment more.
Soldier

(Tank)

1x Normal Street Model Grenade Launcher (198 yos)
1x Good Special Alloy Knife (122 yos)
3x Standard Grenades (6 yos)
1x Artifact Kevlar-Armorvest 1 (118 yos)
1x First Aid (19 yos)
1x Stamina Booster (11 yos)
(P)2 Psi Power
(I) 10 Weapon Lore
(C) 14 Athletics
(C) 20 Body Health
(C) 6 Endurance
(D) 14 Hightech Combat
(D) 6 Agility
(S) 12 Melee Combat
(S) 40 Heavy Combat
(S) 8 Transport
(S) 18 Resist Force
(474 yos)

Suggestions to KK:
As with the P.E. i think they should have a helmet, but I think this should be in addition to the vest.
Street Samurai

(Private Eye)

1x Good Special Alloy Knife (122 yos)
1x Good Knuckles (198 yos)
1x Artifact Light-Kevlar Boots (89 yos)
1x Halogen Flashlight (27 yos)
1x Stamina Booster (11 yos)
2x First Aid (19 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
(P) 2 Psi Power
(I) 14 Hackingg
(I) 6 implant
(C) 8 Body Health
(C) 2 Athletics
(D) 8 Vehicle Use
(D) 50 Agility
(D) 20 Repair
(S) 30 Melee Combat
(S) 4 Transport
Hack Tool requires 20 hacking
No Repair Tool at start
No Implant Tool at start
(658 yos)

Suggestions to KK:
Drop hacking for more implant points and give them an implant tool.  Repair is a good dex skill for samurai.
Street Samurai

(Tank)

1x Good Special Alloy Knife (122 yos)
1x Good Knuckles (198 yos)
1x Artifact Light-Kevlar Boots (89 yos)
1x Artifact Kevlar Armorvest 1 (118 yos)
1x Stamina Booster (11 yos)
2x First Aid (19 yos)
1x Artifact Cryton HT-TL30 Hack Tool (198 yos)
1x Jack Whisky (2 yos)
(P) 2 Psi Power
(I) 10 Hacking
(C) 20 Athletics
(C) 14 Body Health
(C) 6 Endurance
(D) 14 Hightech Combat
(D) 6 Agility
(S) 40 Melee Combat
(S) 20 Transport
(S) 18 Resist Force
Hack Tool requires 20 hacking
(776 yos)

Suggestions to KK:
As with P.E. I suggest dropping hacking and giving implant as the int skill,  since classic street samurais are notorious for being obsessed with implants.


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NC2 (Open Beta) Starting Tool Chart

This chart is a quick reference for trade skillers: It shows what tool comes with what character.  As you can see, tool distribution as of now sets repair and hacking as the most used.  Tools in red do not have the skill required by the tool at start unless you readjust skills.  You also may note implant and salvage tools are not available at start now.  I am hoping it may change.

IMHO: if things were balanced each class would have an equal number of types with each of the main int tools.  I do know salvage may never become starting equipment since you need 60 recycle to use it effectively, but I do believe a spy or private eye would not mind having this if their character has a lot of opportunity for benefit by this long-term or is a heavy recycle char (i.e. smuggler).

Class Construction Hacking Implant Research Recycling Repair Salvage
Private Eye Engineer Assassin
Driver
Hacker
Infiltrator
Rigger
Soldier
Street Samurai
None None Smuggler Driver
Engineer
Smuggler
None
Spy Engineer Assassin
Hacker
Infiltrator
Rigger
None Scientist None Driver
Engineer
Smuggler
None
Tank None Street Samurai None None None None None
Psi Monk Engineer Hacker
Inquisitor
None Scientist Scientist
Smuggler
None None

Inspired by the useful information source CronCom.
Initial character class chart based on info provided for beta patch 103 by Dr. Laura Snyder in the forums, with modifications based on online verification as of beta patch 134. This page was last edited 2/20/2005 with copywrite and accuaracy info

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