Basic Mindforce Tutorial

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Alice

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Rising Potentials
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Alice in Wonderland
This is just a small part of my main guide, you can find the main guide, which is far bigger at my signature
19 Mindforce

19.1 General

Mindforce is the “magic” in Project Entropia. But it is very expensive to skill in it.
You have seen it or even practised it already, because sweating belongs to mindforce.
But that’s just the easiest form of it, and don’t need chips.
Most things you can do with mindforce can be done cheaper and more efficient with regular items, like weapons.
You can use Mindforce chips as disciple, just no skill chips.
As long you just charge, means, your hands are glowing, neither ME is used nor do you have decay. So, if you want to have glowing hands (light effects looks cool while dancing) just charge.

19.2 What is needed?

For mindforce, you will need:

-A mind force chip.
Mindforce chips come in levels from 1-8 (see under statistics, rightclick at chip), each level with a certain name:
Lesser (lvl1), minor, medium, moderate, good, potent, strong, powerful (lvl8)

-A NeoPsion Mind force implant
That has to support the skill level of your chip
the tt implant
mf_aa_implant.jpg


just supports level 1-3, means from lesser to medium, and anything above cannot be used.

For those you need higher implants. There are implants supporting other skill levels but you can just have one implant at a time.
If you are really going into mindforce you should consider a Bd implant
mf_bd_implant.jpg


This will be enough for a long time most likely, so the money will be well invested.
An implant will decay while you use mindforce too.

You can use as many chips with a single implant as you want to, as long the implant supports the level of the chips.

There are even chips supporting level 8-10, although 8 is the highest chip level atm. Might be a sign for improvements of MF in the future.

-The implant inserter (15 ped, 2 ped decay)
The implant has to be inserted with a “payn-inc. implant inserter” can also be purchased at the tt, under tools, surgical. After you inserted the implant you can sell it to the tt again

Take the inserter in your hands, close the inventory and use it, this window will open
mf_implant_inserter_window.jpg

place the implant in the window, and click insert.

-Mind essence (ME) in your inventory
Mind essence is the refining product of sweat and force nexus (an energy refiner)
(1 sweat + 1 Nexus = 1 Mind essence)

19.3 The use of it

Now you drag your chip to a key or to your desktop, and use it.
You will start to concentrate, if you are hit, move, or (un)equip an item the concentration will be interrupted and you have to start again. If you have a focus charge (more under chips) you will ignore the hit (still get the damage of course) but will continue your concentration.

As soon the concentration phase is finished, you can use the chip.

19.4 The Mindforce chips

Mindforce chips skill specific skills belonging to their function (brackets), and general supporting skills and attributes, concentration, power catalyst (can be unlocked), Serendipity, Psyche, Intelligence.
The attack chips also skill ranged damage assesment (unlock) and inflict ranged damage, while heal and focus chips skill Bravado and courage.

-focus chip (Psychotropy)
mf_chip_focus.jpg

With this chip you can give focus charges.
Every person with focus charge can continue concentration even if they are hit.
However, this does not apply while charging a tp chip.
A must have for mindforce, since it his pretty bad if you try to kill your prey when you can’t charge your attack chips.
The worst chips for focus is the medium chip, since all focus chips use the same amount of ME and have the same decay, except the medium, whose decay is higher.
The bigger the chips the more focus charges you can give.
With every hit during a concentration phase 1 focus charge is lost.
You will receive a warning when you have just one left, and another warning when all are gone.
If you die all Focus charges are lost.

-heal chip (Biotropy)
mf_chip_heal.jpg

They work like first aid packs, but allow you to heal over distance.
If you want to heal someone near you, you can either aim at him manually, or drag the health bar to your screen, and rightclick at the bar (more accurate).
The economy is pretty bad, but healing over distance can be useful
 
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-nerveblast chip (Psychotropy)
mf_chip_nerveblast.jpg

They work like weapons more or less, with the difference that you charge them before you “shoot”. Means, you can change to a regular rifle and have your next shot available immediately, for skilling you should go for a medium chip, since you have the chance to deal max damage at least.

-firestorm chip (Pyrotropy)
mf_chip_firestorm_515083.jpg

Bigger brother of the nerveblast chip, pretty high damage

-teleport chip (Psychotropy)
mf_chip_tp.jpg

you can tp in a radius around yourself to any location, more or less accurate
mf_chip_tp_map.jpg


-resurrection chip (Biotropy)
mf_chip_ressurect.jpg

Belongs to the heal chips more or less, but enables you to revive a dead person.

With your first successful resurrection,you will unlock a new skill, or rather a new ability, since you can't gain any levels in it. You are able to understand the ethereal language.
Usually you can just read “oooOOOooOoooOOOOOOoo” from death people typing in all chat, but with your new language you can finally understand.
Opinions about the gain that you can finally read something like “the d*mn f***er killed me, what an a**” is THAT impressive differ, but still, it is pretty cool to be able to revive the people.

-wormhole chip (Psychotropy)
mf_chip_wormhole.jpg


More or less an upgraded tp chip.
You can either aim at a person in your friend list, or someone in the area you want to open the wormhole too. When the person accepts, and you are successful, a wormhole will open and everyone who steps through it will be teleported to the ending point.
A wormhole will stay open around 20 seconds.

Tactics for using mindforce
-The bigger chips require some skills before you can use them, so check if you are able to use the chip before you buy it
-Most sweaters are quite happy if you give them a focus charge (“bubble them”), so you could visit camp phoenix/fort troy maybe for skilling. But be sure you ask before bubble everyone around, some people (like me) simply don’t like to be a skilling object.
-For skilling healing this place is great too, sweating leads often to death, so your place should be near the revival terminal.
-For the use of mindforce in combat you will need a focus chip.
If you don’t have any focus charge, every hit from an attacking mob will break your concentration and you have to start again. As long you don’t want to use other weapons now, you can face a serious problem, because every try can be interrupted and you may die. So I really recommend a focus chip in that case!
-Also I recommend you carry another weapon, if all your focus charges are gone, or you don’t have any mind essence left, you will need it. Also using a finishing weapon with low decay/ammo burn isn’t a bad idea.
 
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You have mixed up the Firestorm chip with the Resurection one :rolleyes:
 
great idea on working this up, alice. but could an eco expert be involved to give a better understanding of various mindforce chips and their ecos and decay. one thing that has always held me back from messing around with anything but tping and the occasional focus chip, is i have no idea how much any of this really costs. i put a bd in my head long ago, so i could use a level 4 chip for something, and it might be nice to mess around with some mindforce if i had a better understanding of the decay of chips and implants and such and what the most economic way to work with mindforce would be.

especially since me is the cheapest it has been and i could raise me own sweat now that the cap has been gone for a while now, thus getting the cost of the me i would use down to nexus % + refinement.

when i started sweat was capped and mind essence was by no means cheap, and i never could consider using me or mindforce ammo at 300% for anything but teleporting. now it's getting more than tempting. any mindforce users with a firm understanding here could contribute to a comprehensive chip by chip eco comparison?
 
great idea on working this up, alice. but could an eco expert be involved to give a better understanding of various mindforce chips and their ecos and decay. one thing that has always held me back from messing around with anything but tping and the occasional focus chip, is i have no idea how much any of this really costs. i put a bd in my head long ago, so i could use a level 4 chip for something, and it might be nice to mess around with some mindforce if i had a better understanding of the decay of chips and implants and such and what the most economic way to work with mindforce would be.

especially since me is the cheapest it has been and i could raise me own sweat now that the cap has been gone for a while now, thus getting the cost of the me i would use down to nexus % + refinement.

when i started sweat was capped and mind essence was by no means cheap, and i never could consider using me or mindforce ammo at 300% for anything but teleporting. now it's getting more than tempting. any mindforce users with a firm understanding here could contribute to a comprehensive chip by chip eco comparison?
the decay of implants is atm discussed in another thread, and i try to keep track

MF is compared to other options often terribly uneco
the NerveB chips can't mess with other weapons really, the Firestorm chips could in case of eco, but you need terrible high skills for them
focus is kinda useless if you dont do mf
healing can be oki, when you get the sweat yourself, but still, most faps are faster afaik, and can be used without focus charge (imagine, atrox domi, and you cant heal with your powerful heal because you are interrupted)
tp chips are mainly for ppl who don't like to run, what i still prefer
i tend to tp directly into the next best atrox guardian/argo hunter/araneatrox/... spawn, usually the only one in range

but i will add a skilling path for mf chips maybe, but i gotta get in touch with some specialists there i guess
but still, i guess most of them will agree that MF is very expensive to skill up, especially if you don't sweat yourself at all
 
Okay,
Quick overview of it before work, Ill post more when I come back.
Skills- which chips/actions give away which skill..

Heal Chips for example support Biotropy skills
Nerve Blasts/Focus chips- Psychotropy, Power Catalyst (unlock)
Firestorm- Pyrotropy
Sweating- Sweat Gathering

Concentration is gained by all of these and combination of the above affect your Psyche (attribute)

Bd implant covers from 1-9.

Ethereal Language is an Unlock, please make sure to make this change and specify that the above and Power Catalyst are unlocks.

Focus charges- when a person is hit, they lose one charge and so forth. I didnt see this posted there.

The wormhole chip- the actual wormhole is opened for about 20 seconds, so please make sure to post that there is a time limit on the opening of the wormhole.

There are implants that go above level 8 and support levels through 10, please make sure to acknowledge this, as if means more chips above level 8 will come eventually.

Anywho, this is all for now until I get back from work, nice tutorial :D
 
Okay,
Quick overview of it before work, Ill post more when I come back.
Skills- which chips/actions give away which skill..

Heal Chips for example support Biotropy skills
Nerve Blasts/Focus chips- Psychotropy, Power Catalyst (unlock)
Firestorm- Pyrotropy
Sweating- Sweat Gathering

Concentration is gained by all of these and combination of the above affect your Psyche (attribute)

Bd implant covers from 1-9.

Ethereal Language is an Unlock, please make sure to make this change and specify that the above and Power Catalyst are unlocks.

Focus charges- when a person is hit, they lose one charge and so forth. I didnt see this posted there.

The wormhole chip- the actual wormhole is opened for about 20 seconds, so please make sure to post that there is a time limit on the opening of the wormhole.

There are implants that go above level 8 and support levels through 10, please make sure to acknowledge this, as if means more chips above level 8 will come eventually.

Anywho, this is all for now until I get back from work, nice tutorial :D
thank you MF queen ;)

edit, i edited the first posts a bit, added and changed some stuff
 
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nice guide alice :)
 
so how much skilling do i have to do to make a proper wormhole? can i just get the chip and start crackin or i gotta skill some lower cheaper form?
 
so how much skilling do i have to do to make a proper wormhole? can i just get the chip and start crackin or i gotta skill some lower cheaper form?
wormhole chip needs a certain level in the teleporter profession afaik

a pretty high one i guess

to skill teleporter you should bring psychotropy up
means, using focus chips and nerve blast

and you gotta skill a lot
 
A couple of small additions for your already good guide:

Focus also skills bravado, and both focus and heal and chips skill courage and dexterity.

Focus charges will not protect you whilst using a teleport chip that is charging, only once the teleport is charged and ready for you to use.

:sweat:
 
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Lvl 19.9 I believe in teleporter is the minimum for wormhole chip but it also requires other skills. A friend chipped up to lvl 20 psychotropy and still couldnt activate the chip. If I remember right from an older thread; Bravado, courage, concentration and psyche were also required up to a certain level in order to activate the wormhole chip. I could be wrong on this but I do not think the wormhold chip can be aimed, it uses your fl only when selecting an anchor for the other end. Successes also vary greatly depending on the mf skills of your anchor when your COS on chip is poor. I think Dale had mentioned at one time that somewhere around lvl 27 in teleporter, the COS of chip finally moves up from Poor to Fair.

And a +rep for this guide :)
 
A couple of small additions for your already good guide:

Focus also skills bravado, and both focus and heal and chips skill courage and dexterity.

Focus charges will not protect you whilst using a teleport chip that is charging, only once the teleport is charged and ready for you to use.

:sweat:
thx, added :)

Lvl 19.9 I believe in teleporter is the minimum for wormhole chip but it also requires other skills. A friend chipped up to lvl 20 psychotropy and still couldnt activate the chip. If I remember right from an older thread; Bravado, courage, concentration and psyche were also required up to a certain level in order to activate the wormhole chip. I could be wrong on this but I do not think the wormhold chip can be aimed, it uses your fl only when selecting an anchor for the other end. Successes also vary greatly depending on the mf skills of your anchor when your COS on chip is poor. I think Dale had mentioned at one time that somewhere around lvl 27 in teleporter, the COS of chip finally moves up from Poor to Fair.
hard to add then

still, i guess when you want a wormhole chip you wont need the guide :D
 
Nice guide. Fairly basic (a big plus), and covers all the elements. Nothing earthshaking or eye opening, but that's what a basic tutorial is all about.

Two minor items that *I* think would be nice additions:

For a while I was struggling with a simple concept: skill implants and how they are used. I saw ESI's and SI's sold all the time and wonder, if I buy a skill and insert it, how does it "work" -- I mean, what happens, do I leave the implant in, is there "leakage", what happens to newly acquired skills, etc... The fundamental thing I didn't realize was that the implant is only a carrier from one brain to another, and is consumed upon transfer. This answers all of my initial misconceptions (except one) in a simple way, and it would be nice to include something along those lines, IMHO. The other misconception was how ESI's represent "capacity" to create SI's, rather than a fixed "single charge." My wording is probably not technically correct, but the core issue is one of demonstrating the mechanism, and I think the concept of capacity makes it easier to understand. Perhaps all of this information is inherently known by the time people use ESI's and SI's; but perhaps there's a place for it in the tutorial as well.

The difficulty in obtaining certain implant devices was also frustrating to me at first. There are a boatload of the "Aa" and "Ad" implants, and small handful of the highly demanded "BD", and then virtually none of the others. Chips on the other hand are plentiful at many levels. The ability to support a Level I and a Level IV chip at the same time is very troublesome at first. I just thought "easy -- buy an "Aa" and "Ad" implant and use them both -- silly me! Mentioning that this is made more difficult by the limited availability of the coveted "Bd" implant would be a nice public service announcement. Perhaps not something for a "basic" tutorial, but perhaps an "intermediate" one... either way.

I know, for most of us now, these two things are like "common sense", but the things we take for granted now are some of the very things we struggled with the most in our early days.
 
Nice guide. Fairly basic (a big plus), and covers all the elements. Nothing earthshaking or eye opening, but that's what a basic tutorial is all about.

Two minor items that *I* think would be nice additions:

For a while I was struggling with a simple concept: skill implants and how they are used. I saw ESI's and SI's sold all the time and wonder, if I buy a skill and insert it, how does it "work" -- I mean, what happens, do I leave the implant in, is there "leakage", what happens to newly acquired skills, etc... The fundamental thing I didn't realize was that the implant is only a carrier from one brain to another, and is consumed upon transfer. This answers all of my initial misconceptions (except one) in a simple way, and it would be nice to include something along those lines, IMHO. The other misconception was how ESI's represent "capacity" to create SI's, rather than a fixed "single charge." My wording is probably not technically correct, but the core issue is one of demonstrating the mechanism, and I think the concept of capacity makes it easier to understand. Perhaps all of this information is inherently known by the time people use ESI's and SI's; but perhaps there's a place for it in the tutorial as well.

The difficulty in obtaining certain implant devices was also frustrating to me at first. There are a boatload of the "Aa" and "Ad" implants, and small handful of the highly demanded "BD", and then virtually none of the others. Chips on the other hand are plentiful at many levels. The ability to support a Level I and a Level IV chip at the same time is very troublesome at first. I just thought "easy -- buy an "Aa" and "Ad" implant and use them both -- silly me! Mentioning that this is made more difficult by the limited availability of the coveted "Bd" implant would be a nice public service announcement. Perhaps not something for a "basic" tutorial, but perhaps an "intermediate" one... either way.

I know, for most of us now, these two things are like "common sense", but the things we take for granted now are some of the very things we struggled with the most in our early days.
nice suggestions, the thing is

The ESIs i explained in my real guide (see signature, i updated it a bit lately, with ESIs too)

I'm rather reluctant to write all the stuff of the guide here again
it is just causing redundancy, and even causing unnecessary work :p

and ESIs don't belong here

i will reread the ESI stuff in my guide again but i think i described it ok there


that you can just use 1 implant is written bold now

however, the market supply i can't mention really, could change anytime
you will find it out pretty soon how rare something is
especially if you want to go into MF
 
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I have a question about implants. first, how much do they decay? good or bad durability? and second how do you check its condition once you inserted it? and third, what's the difference between an Aa and Ba implant? as far as I can tell it's only price, since they both support lvl 1-3 chips. do they differ in durability?
 
I have a question about implants. first, how much do they decay? good or bad durability? and second how do you check its condition once you inserted it? and third, what's the difference between an Aa and Ba implant? as far as I can tell it's only price, since they both support lvl 1-3 chips. do they differ in durability?
first from wiki

Aa Mindforce Implant
supported level 1-3, decay 0,009, max tt 21.99

Ab decay 0,0101

Ac decay 0,01 4

Ad decay 0,01

Ae decay 0,01

Af decay 0,01

Ag decay 0,01

Ba supported level 1-3, decay 0,01, maxtt 62

Bb decay 0,01

Bc decay 0,01

Bd decay 0,011

second
you can check the condition by using an implant inserter
use it, so the window open and your implant shows
as long you don't remove it, you won't suffer decay

third (see highlighted)
as soon your implant breaks you have to take it out (2 ped implant insterter decay) and in again (i assume that at least, so another 2 ped)

that means, with the Ba you suffer the inserter decay less often

with the Aa you have around 2400 uses for 21.99 ped
+4 ped (remove+insert)

with the Ba 6200 for 62 ped, then the 4 ped

for the Aa you have to insert and remove it for 6200 uses
2 times already, means 8 ped additional decay cost
also the

or otherwise said, if you calc decay of it, per use
thats 21,99+4/ 2400 its 0,0108 (Aa)
62+4/6200 and thats 0,0106


hope the calculations are right :)
 
ah thanks for the help. honestly they don't make too much of a difference, I mean eventually a few peds diff, whatever :D

and is there a reason mindark made medium focus chips have average durability while all other focus chips are above average? why medium, and not moderate and potent and etc?
 
Very Important Detail About inserting

The thing that really confused me was getting the inserter to work. The one thing I do when I'm messing with my avatar is have my inventory open.

If you have the inventory open you will not get the menu when you use the inserter. This is very important.
 
"rather insert a full repaired implant at the beginning, because you will have to take it out for repairs again"

please patch this up, i heard that u can now repair them without take them out !
 
"rather insert a full repaired implant at the beginning, because you will have to take it out for repairs again"

please patch this up, i heard that u can now repair them without take them out !
atm writing on main guide as well

will be changed ;)
 
Anyway I want to start focusing for my sweating....

so i decided to buy a moderate focus chip and a Ad implant or so (it supports lv 4 anyway)

now I read some posts that u should repair the implanter FULLY cuz it costs to implant it again if u wanna repair it... so let set this: can u repair the chip AND the implanter without removing them first ?

PS: 2 reasons for buying moderate instead of minor:
1. I haven't seen any minor chips IN AGES ! Auctions, malls, shops, NOWHERE !
2. DATA FROM ENTROPEDIA !
ECO: CHARGES/PEC

Focus Chip Minor 0.67
Focus Chip Moderate 1.73
 
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