From af80cf3787977f83ee8107636ede844c06e41cb9 Mon Sep 17 00:00:00 2001 From: Austin Naremore Date: Thu, 26 Mar 2026 19:57:19 -0500 Subject: [PATCH] Add comprehensive gameplay documentation MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit New pages: - Glossary: 30+ key terms with definitions - Economy & Progression: RCH, selling, file types, hardware, groups, crews - Defense Systems: tripwires, honeypots, firewall deployment, evidence locker Expanded pages: - Mechanics: full Heat system (levels, decay, agency raids), Exposure, Notoriety (permanent damage), VPN Routes (5 routes with grade reqs), Trust system, Recognition levels - DeepAI: forge pipeline, tuning/durability, augmenting, firewall compilation flow, complete 17-node pathway skill tree with all effects and prerequisites for all 4 layers - Lore: detailed faction effects (MERIDIAN vs COVENANT gameplay impact), world states (CRISIS modifiers), Agency, NPCs, board intel, K-Mystery - Landing page: quick links, game overview, getting started guide All content is general gameplay knowledge — no spoilers or external tools. --- docs/deepai.md | 131 +++++++++++++++++++++++++++++++++++++-- docs/gameplay/defense.md | 67 ++++++++++++++++++++ docs/gameplay/economy.md | 95 ++++++++++++++++++++++++++++ docs/glossary.md | 33 ++++++++++ docs/index.md | 33 +++++++++- docs/lore/index.md | 66 ++++++++++++++++++-- docs/mechanics/index.md | 106 +++++++++++++++++++++++++++++++ 7 files changed, 521 insertions(+), 10 deletions(-) create mode 100644 docs/gameplay/defense.md create mode 100644 docs/gameplay/economy.md create mode 100644 docs/glossary.md diff --git a/docs/deepai.md b/docs/deepai.md index 472b743..4ebdbe3 100644 --- a/docs/deepai.md +++ b/docs/deepai.md @@ -1,17 +1,138 @@ # DeepAI -DeepAI is ... +DeepAI is the AI forge system for crafting, upgrading, and managing exploit tools. It becomes available after completing **10 successful hacks**. ## Forge -Something about the Forge. +The forge creates AI implant files (`.ai`) from Intel Shards (`.rdat` files) collected during breaches. Implants dramatically improve hack success rates. -## Firewall +### Forging an Implant + +1. **Check available shards:** `deepai -stock all` +2. **Get a recommendation:** `deepai -suggest ` (e.g., `deepai -suggest smtp`) +3. **Start a forge job:** `deepai -start injection_profile` +4. **Check job status:** `deepai -jobs` +5. **Collect results:** Jobs auto-collect to your `~/ai/` directory + +Each implant targets a specific service (SSH, FTP, SMTP, HTTP, HTTPS, DNS) and has four stats: + +| Stat | Description | +|------|-------------| +| **Power** | Breach strength — higher power = lower effective risk | +| **Noise** | Detection footprint — higher noise = more trace per action | +| **Stability** | Reliability during breach | +| **Opsec** | Stealth rating — higher opsec = lower detection chance | + +### Forge Economy + +- Forging costs RCH (injection_profile ~120 RCH, often free with shards) +- Queue limit: 2 concurrent jobs +- Daily limit: 35 jobs +- Higher-tier AI models produce better implants (when available) + +## Tuning and Upgrading + +Implants can be **tuned** up to 5 times to specialize their stats: + +``` +deepai -upgrade focus= steps=1 +``` + +Each tune improves the focused stat but may reduce others. Tuning also costs a small amount of **durability**. -## Upgrading +### Durability + +All AI tools have an integrity rating (durability_cur / durability_max). Integrity decreases on: + +- Failed hacks +- Tuning operations + +At 0 integrity, the tool becomes **inoperable**. Use `deepai -recover ` to restore it (costs RCH). ## Augmenting +Augmentation adds special modifiers (affixes) to implants: + +``` +deepai -augment [mode=auto|add|replace] [slot=1..N] +``` + +## Firewall + +The firewall system uses `.df` (FORGE-MAT) capture files collected during breaches to build defensive appliances. + +### Compilation Flow + +1. Collect `.df` files from breaches (they appear in your `~/firewall/` directory) +2. Compile: `deepai -firewall-compile output=rulepack appliance=relay_filter` +3. Check job status: `deepai -firewall-jobs` +4. Collect: `deepai -firewall-collect ` +5. Deploy via the FIREWALL tab in the DeepAI GUI + +Firewall appliance types include ICE Nodes, Relay Filters, and Telemetry Sinks. + ## Pathways -Pathways serve as the skill-tree of DeepNet. Each upgrade to a pathway requires Training Data acquired on rank-ups. +Pathways are DeepAI's neural skill tree — a permanent progression system with 17 nodes across 4 layers. Each node requires `.ndf` (training data) fragments collected during breaches. Higher-tier targets drop more valuable fragments. + +### Layer Structure + +| Layer | Nodes | Fragments Each | Requirements | +|-------|-------|---------------|--------------| +| **Input** | 6 nodes | 2 frags | None (always available) | +| **Hidden** | 5 nodes | 4 frags | Requires 2 trained Input nodes | +| **Deep** | 3 nodes | 7 frags | Requires 2 trained Hidden nodes | +| **Output** | 3 nodes | 10 frags | Requires 2 trained Deep nodes | + +### Input Layer (Reinforceable x5) + +Input pathways can be **reinforced** up to 5 times, stacking their effects: + +| Node | Effect (per level) | +|------|-------------------| +| **IDS** | Passive trace rate x0.85 in breach | +| **OPSEC** | Heat gain x0.85 per hack | +| **NET** | Netscan +2 hosts, scan shows IDS profile | +| **EXPLOIT** | Tool match score +0.1 on all services | +| **CRYPTO** | +1 exfil slot per breach | +| **RECON** | Scan duration -20% | + +### Hidden Layer + +| Node | Effect | Prerequisites | +|------|--------|--------------| +| **PHANTOM** | Breach noise x0.7 on all commands | IDS + OPSEC | +| **CLEANER** | Wipe removes 25% heat + reduces trace 5% | OPSEC + IDS | +| **INFILTRATOR** | Hack duration reduced | EXPLOIT + NET | +| **EXTRACTOR** | Exfil noise halved, ls shows value tags | CRYPTO + EXPLOIT | +| **ANALYST** | Scan shows value estimate, cat shows RCH value | NET + RECON | + +### Deep Layer + +| Node | Effect | Prerequisites | +|------|--------|--------------| +| **SHADOW** | First hack per 24h = zero heat + zero trace | PHANTOM + CLEANER | +| **PREDATOR** | Backdoor x2 duration, detection risk halved | INFILTRATOR + EXTRACTOR | +| **ORACLE** | Netscan reveals all files, scan shows cycle days | ANALYST + any Hidden | + +### Output Layer (Permanent — Choose ONE) + +!!! warning "Output Choice is Permanent" + You can only activate ONE output pathway. Choose carefully — this defines your operator identity. Recalibration costs 10,000 RCH + 48h cooldown. + +| Node | Effect | Prerequisites | Playstyle | +|------|--------|--------------|-----------| +| **GHOST** | Zero trace when noise stays LOW, auto-wipe on disconnect | SHADOW + any Deep | Stealth operator | +| **SURGEON** | Exfil slots x2, data values +25%, log files exfilable, splice command | PREDATOR + any Deep | Data extraction specialist | +| **ARCHITECT** | Hacks count 3x for geo-escalation, trust gain x2, contacts post your name | ORACLE + any Deep | Political influence | + +### Placing Fragments + +Use the Pathways tab in the DeepAI GUI, or the CLI: + +``` +deepai -place +``` + +!!! tip "Pathway Strategy" + Prioritize CRYPTO (more exfil slots = more files per breach = more RCH) and CLEANER (wipe removes heat = more hacking uptime). These two nodes have the highest immediate impact on progression speed. diff --git a/docs/gameplay/defense.md b/docs/gameplay/defense.md new file mode 100644 index 0000000..2fa923a --- /dev/null +++ b/docs/gameplay/defense.md @@ -0,0 +1,67 @@ +# Defense Systems + +Your node can be targeted by other operators. DeepNet provides several defensive tools to detect, deter, and counter intrusions. + +## Tripwires + +Tripwires are detection sensors placed on nodes you control. + +### Commands + +``` +tripwire list — list your active tripwires +tripwire set [trigger] [action] — plant a tripwire +tripwire remove — disarm a tripwire +``` + +### Triggers + +| Trigger | Description | +|---------|-------------| +| `file_access` | (default) Fires when an intruder accesses files | +| `login_fail` | Fires on failed intrusion attempts before breach | +| `port_scan` | Fires when someone scans the node | + +### Actions + +| Action | Description | +|--------|-------------| +| `alert` | (default) Notifies you of the intrusion | +| `counter_exposure` | Increases the attacker's exposure | +| `ddos_pulse` | Disrupts the attacker's connection | + +### Honeypot Combo + +Add `--honeypot` to arm bait files on the same node: + +``` +tripwire set 178.62.4.35 file_access counter_exposure --honeypot +``` + +Honeypot files look like real data. If an attacker exfiltrates them, the dealer integrity check refuses the sale and silently notifies the owner. Combined with `counter_exposure`, this creates a trap that both damages the attacker and provides intel. + +### Limits + +- Maximum 5 active tripwires at a time +- Triggered tripwires become disarmed and must be re-set + +## Firewall + +The firewall system provides passive defense through deployed appliances. See the [DeepAI Firewall section](../deepai.md#firewall) for compilation details. + +Deployable appliance types include: + +- **ICE Node** — Intrusion Countermeasures Electronics +- **Relay Filter** — Filters suspicious traffic +- **Telemetry Sink** — Absorbs and logs probe attempts + +## Evidence Locker + +When the Agency seizes your tools during a raid, they're held in the evidence locker. + +``` +evidence-locker status — check locker contents +evidence-locker recover — recover early (costs RCH) +``` + +Seized tools auto-release after **72 hours** if not recovered manually. diff --git a/docs/gameplay/economy.md b/docs/gameplay/economy.md new file mode 100644 index 0000000..1542724 --- /dev/null +++ b/docs/gameplay/economy.md @@ -0,0 +1,95 @@ +# Economy & Progression + +## RCH (Reputation Credits) + +RCH is The Net's shadow currency. It's earned by selling exfiltrated data or mining compute cycles, and spent on hardware, tools, and services. + +### Earning RCH + +| Source | Description | +|--------|-------------| +| **Selling data** | Sell exfiltrated files to the dealer with `sell ` | +| **Mining** | Passive income via `deepmine start` (~13 RCH/min at baseline) | +| **Contracts** | Fulfill data contracts for premium payouts | +| **Bounties** | Complete bounty objectives (requires reputation) | +| **Jobs** | Quick-window objectives from the job board (`jobs -list`) | + +### Selling Files + +Sell prices are affected by: + +- **Heat level** — COLD gives the best prices. Selling at HOT or BURNING incurs a significant penalty. +- **Dealer trust** — Higher trust = better prices. Build trust through consistent interaction. +- **World state** — CRISIS provides a loot yield bonus (+12%) and a loot multiplier (x1.20) +- **File quality** — Files have quality tiers (grey, green, blue, etc.) affecting base value + +!!! tip "Maximize Sell Value" + Wait until your heat is COLD (0-49) before selling files. During CRISIS, the loot bonuses stack with COLD prices for maximum profit. + +### File Types + +Not all files are sellable. Know what to keep and what to sell: + +| Extension | Type | Action | +|-----------|------|--------| +| `.ndf` | Training fragments | **KEEP** — pathway progression | +| `.ds` | DeepScript files | **KEEP** — tool compilation | +| `.ai` | AI implant files | **KEEP** — hack tools | +| `.rdat` | Intel Shards | **KEEP** — forge research data | +| `.df` | FORGE-MAT | **KEEP** — firewall compilation | +| `.log`, `.txt` | Log files | **SKIP** — worthless (0 RCH) | +| `.pdf`, `.json`, `.db`, `.csv`, `.tar.gz`, `.sql.gz`, `.zip`, `.kdbx`, `.pem`, `.key` | Data files | **SELL** — valuable | + +### Contracts + +Contracts are data requests from NPCs offering premium payouts above dealer rates. + +- View contracts: `contracts list` +- Fulfill: `contracts fulfill ` +- Post your own: `contracts post` +- Files must match the contract category (e.g., finance files for a finance contract) + +### Bounties + +Bounties are objectives available from the bounty board. Access requires building trust with specific NPCs (e.g., Kira). During CRISIS, higher-level bounties become available with larger RCH pools. + +- View: `bounties list` +- Claim: `bounties claim` + +## Hardware + +Your rig affects mining speed, hack capability, and system load. Components include: + +| Component | Function | +|-----------|----------| +| **CPU** | Processing power for hacking | +| **GPU** | Compute for mining and AI operations | +| **RAM** | Memory for concurrent operations | +| **HDD** | Storage for files and tools | +| **Mainboard** | Base platform affecting all components | +| **Cooling** | Reduces power draw (negative wattage) | +| **PSU** | Power supply — must support total load | + +Check your hardware with `hw` or `rig`. Upgrade components through the `broker` or `deepshop` commands. + +!!! warning "Power Grid" + If your system load exceeds PSU capacity, hacks will fail with "power grid unstable." Monitor load % and upgrade your PSU if needed. + +## Groups + +At grade 10+, you can join one of three hacker collectives: + +| Group | Focus | Perks | +|-------|-------|-------| +| **SIGNAL** | Intelligence | Intel gathering, NPC contacts | +| **BLACKOUT** | Heat management | Cooling perks, stealth operations | +| **ARCHIVE** | Economics | Trading, market intel, RCH generation | + +## Crews + +Crews are player-formed groups with shared resources: + +- Create or join a crew with the `crew` commands +- Shared RCH pool (deposit/withdraw) +- Weekly crew challenges for bonus rewards +- Crew reputation and rankings diff --git a/docs/glossary.md b/docs/glossary.md new file mode 100644 index 0000000..61e2bf3 --- /dev/null +++ b/docs/glossary.md @@ -0,0 +1,33 @@ +# Glossary + +Key terms from the DeepNet universe. In-game, use `glossary ` for official definitions. + +| Term | Definition | +|------|-----------| +| **Agency** | The Net's surveillance and enforcement arm. Monitors heat, conducts sweeps, assigns codenames. Officer Vance is their operative. | +| **Architect** | Output pathway specialization. Hacks count 3x for geo-escalation, trust gain doubled. The political influence identity. | +| **Breach** | Post-exploitation phase after a successful hack. Navigate the filesystem, exfiltrate files, harvest data, cover tracks. | +| **Burned** | Detected by target IDS during a hack or breach. Causes forced disconnect, heat spike, and potential tool damage. | +| **COLD** | Heat level 0–49. Best dealer prices, lowest Agency risk. | +| **COVENANT** | Faction bloc. Government-aligned, corporate-aligned, agency-aligned. Easier institutional targets, harder underground. | +| **CRISIS** | World state with active conflict. Higher loot yield, higher defense, target stress +3/hack. | +| **DeepAI** | The AI forge system for crafting and upgrading exploit tools. Start jobs, augment tools, recover fragments. | +| **DeepScan** | Network reconnaissance. Discovers hackable targets in a subnet. Usage: `deepscan 178.62.4.*` | +| **Deploy** | ARCHITECT-exclusive command. Consumes intelligence files, translates into geopolitical influence. | +| **Dumps** | Training data fragments (.ndf) collected from hacks. Used to activate pathway nodes. | +| **Durability** | Tool integrity rating. Decreases on failed hacks and tuning. At 0: tool becomes inoperable. | +| **Exfil** | Exfiltration — stealing data files from a breached target. Limited by exfil slots (default 3). | +| **Exposure** | Your trace signature during active operations. At 100%: forced disconnect. | +| **Ghost** | Output pathway specialization. Zero trace when noise stays LOW, auto-wipe on disconnect. The stealth identity. | +| **Group** | Hacker collective (grade 10+). SIGNAL (intel), BLACKOUT (heat mgmt), ARCHIVE (economics). | +| **Hack** | Exploit a target. Select service vulnerability and matching tool. Success triggers breach phase. | +| **Heat** | Operational visibility to the Agency. Rises with hacks, decays at 5/hour. High heat = worse deals, harder targets. | +| **MERIDIAN** | Faction bloc. Underground-aligned, infrastructure-aligned. Easier chaotic targets, harder institutional. | +| **Notoriety** | Permanent stat. Increases when heat reaches BURNING. Never decays. Worse loot, slower scans. | +| **Pathway** | Neural development grid. 17 nodes across 4 layers. Activated by placing .ndf training fragments. | +| **RCH** | Reputation Credits — The Net's shadow currency. Earned by selling data or mining. | +| **Recognition** | Player visibility. NOBODY → HANDLE → NAME → REPUTATION → LEGEND. | +| **Sanctuary** | VPN route. Protected charter lane. Offensive traffic blocked. Used for cooling exposure. | +| **Splice** | SURGEON-exclusive breach command. Extracts 40% value fragment that persists immediately. Survives forced disconnect. | +| **Surgeon** | Output pathway specialization. Double exfil slots, +25% file values, log files exfilable. The data extraction identity. | +| **Trust** | NPC relationship level. UNKNOWN → NOTICED → KNOWN → TRUSTED → INNER. Affects prices and access. | diff --git a/docs/index.md b/docs/index.md index 51eab41..65cbb62 100644 --- a/docs/index.md +++ b/docs/index.md @@ -1,3 +1,34 @@ # DeepNet Wiki -Welcome to the DeepNet wiki, a collaborative resource to pool knowledge about the game "[DeepNet](https://deepnet.us)" +Welcome to the DeepNet Wiki — a collaborative resource for the hacking simulation game [DeepNet](https://deepnet.us). + +## Quick Links + +- **[Hacking Guide](gameplay/HACKING.md)** — Full walkthrough of the hack flow from scanning to breach +- **[Economy & Progression](gameplay/economy.md)** — RCH, selling, hardware, crews, and groups +- **[Game Mechanics](mechanics/index.md)** — Heat, exposure, notoriety, VPN routes, trust, and recognition +- **[DeepAI System](deepai.md)** — AI forge, implants, firewall, and the pathway skill tree +- **[Lore & World](lore/index.md)** — Factions, world states, NPCs, and the K-Mystery +- **[Command Reference](commands/index.md)** — Complete list of terminal commands +- **[Glossary](glossary.md)** — Key terms and definitions + +## What is DeepNet? + +DeepNet is a browser-based hacking simulation where you operate as a threat actor in a reactive underground network. Scan targets, exploit vulnerabilities, breach systems, exfiltrate data, and sell it on the black market — all while managing heat, exposure, and Agency attention. + +The game features: + +- **Deep hacking simulation** — service selection, tool matching, breach navigation +- **AI forge system** — craft and upgrade exploit tools from collected intel +- **17-node skill tree** — permanent progression with three specialization paths +- **Reactive world** — CRISIS states, faction conflicts, and NPC interactions +- **Multiplayer** — crews, contracts, bounties, PvP defense systems, and leaderboards +- **Hardware management** — upgrade your rig to mine faster and hack harder + +## Getting Started + +1. Visit [deepnet.us](https://deepnet.us) and create an account +2. Choose Deep-CLI interface +3. Run `tutorial` for an interactive introduction +4. Run `next` for suggested next steps +5. Start scanning and hacking! diff --git a/docs/lore/index.md b/docs/lore/index.md index ad2e31e..522536b 100644 --- a/docs/lore/index.md +++ b/docs/lore/index.md @@ -1,13 +1,71 @@ -# The world of DeepNet +# The World of DeepNet ## Factions -Factions can be pledged to by using the `faction` command. This choice is permanent for each player and changes [Heat], trust levels and difficulty. +Factions are pledged using the `faction` command. This choice is **permanent** for each player and shapes your entire experience — affecting target difficulty, heat modifiers, and available opportunities. ### COVENANT -COVENANT is government- and corporate-aligned and allows easier access to institutional targets while making underground operations more difficult. +COVENANT is government-aligned and corporate-aligned. It works alongside the Agency to maintain institutional order. + +**Gameplay effects:** + +- Easier access to **corporate, finance, and government** targets (-1 FW) +- Harder access to underground and infrastructure targets +- During CRISIS: COVENANT-aligned nodes become **hardened** (+patch, +ICE) ### MERIDIAN -MERIDIAN is underground-aligned, warring with COVENANT. Allows foe easier access to chaotic targets but makes institutional operations harder. +MERIDIAN is underground-aligned, opposing COVENANT and the Agency. It operates in the shadows of infrastructure and abandoned networks. + +**Gameplay effects:** + +- Easier access to **infrastructure, abandoned, and social** targets (-1 FW) +- Harder access to institutional and government targets +- During CRISIS: MERIDIAN-aligned nodes become **destabilized** (-patch, -ICE) + +## World States + +The game world cycles through different states that affect all players: + +### CRISIS + +An active conflict protocol — a high-value window for aggressive operators. + +| Modifier | Effect | +|----------|--------| +| Target FW | +1 patch (hardened) | +| Defense | +15% (elevated) | +| Loot yield | +12% (above baseline) | +| Loot multiplier | x1.20 (World Arc) | +| Target stress | +3 heat per hack | +| Bounties | Level 4 bounties available (crisis only) | + +CRISIS is a double-edged sword: targets are harder and generate more heat, but the loot bonuses make successful breaches significantly more profitable. + +### Other States + +The world cycles between conflict and stability. Check the current state with `sitrep`, which shows duration, trend (escalation or de-escalation), active events, and modifiers. + +## The Agency + +The Agency is The Net's surveillance and enforcement arm. It monitors operator heat, conducts sweeps, and assigns threat classifications to active operators. + +- **Officer Vance** is the Agency's public-facing operative +- High heat triggers Agency raids (`force_logout` events) +- The `traces` command shows your Agency threat dossier + +## NPCs + +Several NPCs populate The Net and interact with players: + +- **Kira** — Runs the bounty board. Requires trust to access. Occasionally drops subnet hints in board posts. +- **The Dealer** — Buys your exfiltrated data. Trust level affects prices. + +## The Board + +The board (`board`) is a social feed where players and NPCs post messages. It serves as both a communication channel and an intelligence source — NPC posts sometimes contain actionable information like subnet locations or faction intel. + +## K-Mystery + +A puzzle chain accessible via the `kmystery` command. Solving stages reveals deeper secrets about The Net's history and may unlock unique rewards. diff --git a/docs/mechanics/index.md b/docs/mechanics/index.md index 022e357..d0ce962 100644 --- a/docs/mechanics/index.md +++ b/docs/mechanics/index.md @@ -2,4 +2,110 @@ ## Heat +Heat represents your visibility to the Agency — DeepNet's surveillance and enforcement arm. Every hack increases your heat, and high heat makes everything harder. + +### Heat Levels + +| Level | Range | Effects | +|-------|-------|---------| +| **COLD** | 0–49 | Best dealer prices, lowest risk | +| **WARM** | 50–99 | Slightly reduced sell prices | +| **HOT** | 100–149 | Worse deals, harder targets, increased Agency attention | +| **BURNING** | 150–200 | Worst prices, agency raids, **permanent notoriety increase** | + +### Heat Gain and Decay + +- Each hack adds heat (amount varies by world state — during CRISIS, target stress adds +3 per hack) +- Heat decays passively at **5 per hour**, regardless of VPN route +- The `wipe` command during breach reduces exposure but not heat directly +- The **CLEANER** pathway (hidden layer) makes `wipe` also remove 25% of current heat +- The **OPSEC** pathway reduces heat gain by x0.85 per reinforcement level + +!!! warning "Never Reach BURNING" + Reaching BURNING heat increases your **notoriety**, which is permanent and never decays. Higher notoriety means worse loot, slower scans, and more Agency attention. Managing heat is the single most important survival skill. + +### Agency Raids + +At high heat levels, the Agency may conduct a **force_logout** — an involuntary disconnection that kills your session. Officer Vance is the Agency's public-facing operative. Keep your heat low to avoid their attention. + +--- + ## Exposure + +Exposure is your per-session trace signature. Unlike heat (which persists across sessions), exposure accumulates during active operations and resets when you cool down. + +- Exposure increases during hacks and breaches +- At **100% exposure**: forced disconnect +- **Sanctuary VPN** accelerates exposure decay (but blocks offensive operations) +- Other VPN routes cool exposure at their standard rate + +### Managing Exposure + +The typical cycle is: hack until exposure is high → switch to Sanctuary → cool down → switch back to an offensive route → hack again. Balancing hack attempts with cooling periods is essential for sustained operations. + +--- + +## Notoriety + +Notoriety is a **permanent** stat that increases every time your heat reaches BURNING (150+). It never decays. + +Higher notoriety results in: + +- Worse loot drops +- Slower scan times +- Increased Agency attention and raids + +Check your notoriety with the `traces` command, which shows your threat actor dossier including classification, exposure level, and burn count. + +--- + +## VPN Routes + +VPN routes determine your network profile during operations. Each route has different trade-offs. + +| Route | Grade Req. | Offense | Effects | +|-------|-----------|---------|---------| +| **Public** | Any | ✅ | Balanced, no modifiers | +| **Shadowmesh** | 10+ | ✅ | Lower trace pressure, slower breach | +| **Overclock** | 20+ | ✅ | Faster breach, louder telemetry trail | +| **Relaygrid** | 25+ | ✅ | Better host visibility, noisier routing | +| **Sanctuary** | Any | ❌ | Protected lane, offensive traffic blocked — cooling only | + +Switch routes with `vpn -connect .dn` and check your current route with `vpn -status`. + +!!! tip "Route Strategy" + Use Shadowmesh or Public for hacking, then switch to Sanctuary between hack cycles to cool exposure faster. Sanctuary blocks all offensive operations (hacking, scanning) but accelerates recovery. + +--- + +## Trust + +Trust represents your relationship with individual NPCs in the game. + +**Levels:** UNKNOWN → NOTICED → KNOWN → TRUSTED → INNER + +Higher trust unlocks: + +- Better dealer sell prices +- Access to exclusive contracts +- NPC outreach and tips +- Bounty board access (requires trust with specific NPCs) + +Build trust through consistent interaction — selling to the same dealer, completing contracts, and maintaining a clean reputation. + +--- + +## Recognition + +Recognition is how visible you are on The Net as a whole. + +**Levels:** NOBODY → HANDLE → NAME → REPUTATION → LEGEND + +Higher recognition means: + +- NPC mentions and news articles about you +- Board posts referencing your activity +- Access to higher-tier bounties +- Greater influence in the game world + +Recognition increases through successful operations, breach count, and overall activity.