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Skills[]

Abilities[]

ModSkill nameComments
2.0Body DevelopmentAlways Max. The more HP you have, the longer you'll live, and you wont be evading much.
1.0Nano PoolAlways max. More nano means more heals and DoTs at high levels.

Body[]

ModSkill nameComments
2.0Martial ArtsThis is the skill that enhances your attacks with bare hands. A decent Doctor weapon choice.
2.8BrawlingUsed for the special attack Brawl. The more you have, the better your damage with that special attack will be. Used on some melee weapons and while barehanded.
4.0 Dimach A melee special attack with a long recharge.
3.2RiposteUsed on some melee weapons as an equip requirement and on some MA special attacks. Raise as needed.
2.0AdventuringYou'll need this late game for Penumbra Glasses, raise this as you need it. Originally this affected fall damage, but that has been disabled.
2.0SwimmingUseless to just about everyone. Stay away from this at all costs.

Melee[]

ModSkill nameComments
2.41h Blunt Good for solo
2.41h Edged Comment
2.4PiercingComment.
3.2 2h Blunt Comment.
3.22h EdgedComment.
3.2 Melee Energy Comment.
2.4 Parry Comment.
3.2 Sneak Attack Comment
3.2 Multiple Melee Comment
2.4 Fast Attack Comment

Misc. Weapons[]

ModSkill nameComments
3.2Sharp ObjComment
3.2GrenadeComment
4.0Heavy WeaponsComment

Ranged[]

ModSkill nameComments
4.0 Bow no bows
1.6 Pistol Default weapon, easy to dual
4.0 Assault Rifle Good for solo
3.2 Machine Gun/Submachine Gun Comment
2.4 Shotgun Good for solo
4.0 Rifle Good for solo
4.0 Ranged Energy Comment
2.4 Flingshot Comment
3.2 Aimed Shot Comment
3.0 Burst Comment
4.0 Full Auto Comment
4.0 Bow Special Attack Comment
4.0 Multiple Ranged Comment

Speed[]

ModSkill nameComments
3.2 Melee Initiative This determines how fast your melee weapons hit, to a maximum of 1.0s attack and recharge. If you're using a Melee weapon, raise this when you can, or until you're hitting 1/1.
3.2 Ranged Initiative This determines how fast your ranged weapons hit, to a maximum of 1.0s attack and recharge. If you're using a Ranged weapon, raise this when you can, or until you're hitting 1/1.
2.0 Physical Initiative This determines how fast some bows and martial arts weapons hit, to a maximum of 1.0s attack and recharge. If you're using a bow or your fists, raise this when you can, or until you're hitting 1/1.
1.0 Nano Initiative Always max. More Nano Init mean faster heals, and you'll want to heal as fast as possible.
2.4Dodge Ranged This skill allows you to avoid being hit by ranged weapons. If you are hit, it helps you to not receive critical hits. Raise if you can or are getting critted a lot.
3.2 Evade Close Combat This skill allows you to avoid being hit by melee weapons and martial arts attacks. If you are hit, it helps you to not receive critical hits. Raise if you can or are getting critted a lot.
2.4 Duck Explosions This skill allows you to avoid being hit by explosions. If you are hit, it helps you to not receive critical hits. Not too important on Rubi-Ka (mostly shotgun hits), but more useful in SL. Raise if you can or are getting critted a lot.
1.2Nano ResistCounters hostile nanoes directed towards use. Not too important in PvM, much more useful in PvP.
2.4Run SpeedNot the most important skill, but you'll want it fairly high.

Trade and Repair[]

ModSkill nameComments
2.0Mechanical EngineeringDon't bother with this.
1.6Electrical EngineeringDon't bother with this.
1.6Quantum FTDon't bother with this, unless you really want to make your own Shadowlands PBs.
1.6Weapon SmithingDon't bother with this.
1.0Pharmaceutical TechnologyUsed to make monster parts into blood plasma, and specialised First Aid stims and kits. Raise if you want to, we're rather good at it.
1.6Nano ProgrammingTUsed to build implants, and a few other things. Some doctors raise it, but it's not necessary.
1.0Computer LiteracyAlways max. Needed for NCUs, belts, and a few self-only tradeskills.
2.3PsychologyDon't bother with this.
2.0ChemistryUsed in a lot of tradeskills, hard to get high due to lack of buffs. Don't bother with this save for specific tradeskills.
1.0TutoringRaise this to 1000 if you are a tradeskiller, basically this skill is solely for the use of Tutoring Devices. 1000 skill allows you the use of QL 200 Tutoring Devices. There is no bonus for having more than the required skill.



Nano and Aiding[]


The most important skills for a Doctor. You will be defined by your nanos, especially your heals.


ModSkill nameComments
1.0Matter MetamorphosisNeeded for heals, HP buffs, and HoTs. Always max.
1.0Biological MetamorphosisNeeded for heals, DoTs, HP buffs, HoTs, and Init. debuffs. Always max.
1.6Psychological ModificationNeeded to cast your Init. debuffs, Composites, and treatment buffs. Always max, even after you can cast UBT.
1.6Matter CreationUsed in ours DoTs and short HP buffs. Not important in the early levels, but you'll max it in the end.
1.6Time and SpaceUsed in our HoTs, team HP buffs, and a few other nanoes. Raise until you have 811 self-buffed, then ignore.
1.6Sensory ImprovementNeeded for treatment buffs and Epsilon Purge. 697 casts Epsilon Purge, but you might want more for longer Composites.
1.0First AidRaise as you see fit. This skill will allow you to use nano and HP refilling items. It is not crucial to max but it is a great help for soloing and teaming.
1.0TreatmentAlways max. Nano Kits, Treatment Kits, andmost importantly, implants and symbiants.


Spying[]

ModSkill nameComments
2.4ConcealmentYou wont get enough of this to land Aimed Shot and Sneak Attack, so don't bother save for PvP reasons.
2.0Breaking and EnteringUsed for certain tradeskills and for opening doors and chests. Raise a bit to open mission chests and doors.
2.4Trap DisarmamentDon't bother raising it.
2.4PerceptionUsed to equip scopes, see mines in missions, and see hidden player outside. Unless you want to hotswap your scope, don't bother raising it save for PvP reasons.

Navigation[]

ModSkill nameComments
2.4Vehicle AirRequired to use a Yalmaha (and variants). You can probably implant the VA you need for one, so you wont need much IP into this.
1.6Vehicle GroundAs the name says, used for ground vehicles. Don't bother with any vehicle skills except for vehicle air if you want a vehicle at all. Only social reasons, or owning a Omni-Tek gunship, may incite you to invest in this.
2.4Vehicle WaterAs the name says, used for water vehicles. Don't bother with any vehicle skills except for vehicle air if you want a vehicle at all. Only social reasons may incite you to invest in this.
1.6Map Navigation This skill can not be reset. Implant every so often and upload a bunch of maps.
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