No self-respecting nano-technician will ever be found with a weapon in hand. All weapon skills come hard to the nanotech, and by level 25, there is nothing you can carry that will match the power of your nuke programs. In the very early stages of your career, it may be useful to supplement nukes with the "newbie" weapons, but these have no skill requirements. Do not develop ANY melee weapon skills.
Mod
Skill name
Comments
IP multiplier
1h Blunt
Comments.
IP x
1h Edged
Comment
IP x
Piercing
Comment.
IP x
2h Blunt
Comment.
IP x
2h Edged
Comment.
IP x
Melee Energy
Comment.
IP x
Parry
Comment.
IP x
Sneak Attack
Comment
IP x
Multiple Melee
Comment
IP x
Fast Attack
Comment
Misc. Weapons[]
Nano-technicians STILL don't use weapons, even bizarre ones like these. Ignore all of these skills.
Mod
Skill name
Comments
IP modifier
Sharp Obj
Comment
IP mod
Grenade
Comment
IP mod
Heavy Weapons
Comment
Ranged[]
No, really. NO WEAPONS! No! No! Bad nano-technician! No gun! Nuke!
Actually, there is one exception to this. There are several "buffing pistols" out there that will increase useful skills like Intelligence and computer literacy. Common examples include the "O.E.T. Co." line or the "Galahad Inc T70" series. It may be worth developing some skill with pistols so that you can use these.
Mod
Skill name
Comments
IP Mod
Bow
Comment
IP Mod
Pistol
Comment
IP Mod
Assault Rifle
Comment
IP mod
Machine Gun/Submachine Gun
Comment
IP Mod
Shotgun
Comment
IP Mod
Rifle
Comment
IP Mod
Ranged Energy
Comment
IP Mod
Flingshot
Comment
IP mod
Aimed Shot
Comment
IP mod
Burst
Comment
IP Mod
Full Auto
Comment
IP Mod
Bow Special Attack
Comment
IP Mod
Multiple Ranged
Comment
Speed[]
Mod
Skill name
Comments
IP modifier
Melee Initiative
You don't use melee weapons, so you don't need to be fast with them. Ignore.
IP modifier
Ranged Initiative
You don't use guns either. Ignore.
IP mod
Physical Initiative
And NO, you don't beat people up with your FISTS! Ignore.
IP mod
Nano Initiative
Ooooh! Now, THIS, you max. Get this high enough, and it'll only take you an instant to zap your opponents. You'll still have to wait for your nano to recharge, but you can run away while you're doing that part.
IP Modifier
Dodge Ranged
Useful. Increase it at least a little, or enemies will hit you with criticals ALL THE TIME.
IP Modifier
Evade Close Combat
Same as Dodge Ranged. You might say, "I'm never going to let anybody get close to me anyway, so I don't need this skill." You would be wrong.
IP Modifier
Duck Explosions
Same as Dodge Ranged again. You can get by without much of this, while you're on Rubi-Ka, but in the Shadowlands LOTS of critters fire off "explosion" type attacks.
IP Modifier
Nano Resist
An utter necessity for PvP, or for going into the Shadowlands.
IP Modifier
Run Speed
Max this. One of a nano-technician's primary tactics is to nuke and run away. This is the "run away" part.
Trade and Repair[]
Mod
Skill name
Comments
IP multiplier
Mechanical Engineering
Comments
IP
Electrical Engineering
Comments
IP multiplier
Quantum FT
Comments
IP modifier
Weapon Smithing
Comments
IP mod
Comments
IP Mod
Nano Programming
Comments
IP Mod
Computer Literacy
Comments
IP mod
Psychology
Comments
IP Mod
Chemistry
Comments
IP mod
Tutoring
Raise 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[]
Mod
Skill name
Comments
IP Modifier
Matter Metamorphosis
This skill is used by the crucial "Notum Harvester" line of nanos, as well as nano cost reducers and range increasers. Max this skill.
IP Modifier
Biological Metamorphosis
This skill is used only by the Enfraam's Fortifications, absorb shields, and intelligence/psychic buffs. Nice, but not crucial.
IP Modifier
Psychological Modification
Used by the int/psychic buffs, nano cost reducers, calms, blinds, and a small number of nukes. Useful.
IP mod
Matter Creation
This Skill Is Essential For Casting Nukes and doing nano damage. Max this. Use implants to boost it. Get skill buffs from friendly meta-physicists to increase it. Find any items you can that enhance it, and use them. This skill is your life.
IP Mod
Time and Space
This skill is needed for notum harvester nanos, AND for nano-recharge kits. Max this, or you WILL run out of nano before the bad guys run out of health.
IP Mod
Sensory Improvement
Used by blinds, calms, and nano reducers. Useful.
IP Mod
First Aid
Everybody needs First Aid, unless you've got a doctor on a leash.
IP Mod
Treatment
Everybody needs to maximize treatment, even if you DO have a doc on a leash. It's used to put in implants, for nano recharge kits.. oh, right, and also for sit-down health kits.