Welcome to Manaas’ Keeper guide, lifted from the old forums and updated for 2018.
Atrox: big fella
- Green Stam
- Green Strength
- More HP
Your 2he skill is 40% dependant on stamina, and having green stamina means you can increase your stamina with very minimal ips and your breed cap for stamina is higher. This means your 2he skill will be a be cheaper and higher than all the other breeds.
Also a lot of decent armour for keepers are stamina dependent so atroxes have an easier time equipping these armours.
body dev. which means you have cheaper and higher HP.
Brawling, a skill required for many of the best keeper weapons. It’s a great attack to have since it has a chance of stunning your opponent and does pretty decent damage as well.
Run speed, being faster is never bad eh
Your 2he skill is 60% dependant on strength which means that you get cheaper and higher 2he skill. Armour again is strength dependant such as OFAB and combined mercs.
brawling again, for better brawls
sensory improvement is 20% dependent on strength, this can be useful for casting your self buffs for weapon skills, evades etc.
How do you die? Your HP is reduced to 0, so having more HP means it takes longer for you to die, simple yet very effective way of extending your lifespan. Atroxes also get 4 HP for every body dev. point they raise so base HP will be a lot higher than the other breeds.
Keepers now have melee energy as a supported weaponline and intelligence contributes to x% (need to check) to it. This means that an Atrox Keeper will have the lowest melee energy skill.
All your nanoskills and also computer literacy are highly dependant on int (80-100%) having dark blue int means it is very expensive in ips to keep this ability up to date, you may find you can’t cast the nano your level allows.
Computer literacy almost certainly will limit the quality of your ncu and therefore your ncu space as well.
Treatment and First Aid are also half dependant on int and this means the implants and symbiants will be slightly more difficult to equip.
Keeper auras cost a lot of nanopoints and since nanopool is 70% depedant on psychic and it is dark blue for troxes then you may find you will have trouble casting your auras at the required levels without some sort of nanocost reducing buff or lend nano buff from traders and MAs.
Dimach is also psychic based which means you will get a lower heal out of it compared to other breeds
This will be a limiting factor in equipping symbiants as sense is required on quite a few of the support ones (brain especially)
Sense also affects a wide number of skills such as fastattack, evades, initiatives etc which are all useful to a keeper. Unfortunately as an Atrox these skills will be lower.
NANOMAGE: actually good now
Green intelligence means you have a cheaper ip cost in raising your intelligence as well as having a higher breed cap. As a result you get some skills that are naturally higher such as:
Main contributer to nanopool, will have an easier time getting enough max nano to cast those massive costing auras, also skills like dimach, initiatives, evades and nanoskills are dependent on this ability.
Nanomages get 4 points of max nano every nanopool point they raise which means you have to spend less ip on that dark blue skill to be able to cast your nanos. This also gives you an advantage should you decide to recast your auras while fighting to gain their effects faster.
You can equip Shades of lucubration for a nice meaty 30 int/psy and also the nanomage unique sleeves: De’Valos Sleeves which add 30 to all nanoskills and also 30 ncu each (poor mans arithmetic armour)
The Expensive Kevlar Vest of Professor Jones is another great item should you need more nanoskills.
Nanomage alien tank is a solid back item.
Tiny spider band goes in your head slot, while there are better items that buff 2he there, it’s still quite good.
Sockdolager - I mean, if you want…
Will hold you back if you decide to go for the 2he route. Your 2he will be lower than other breeds.
Other skills affected will be things like Brawl and runspeed
Agility is present on a lot of symbiants as well as being one of the more common ability requirements for implants. Getting in those symbiants and implants will be a little harder because of this.
Nanomages only get 2 points of hp per point of body dev. so will have the lowest base hp compared to other breeds.
OPIFEX: Skinny fella, evades more than he hits
Core skill that pops up in various different parts of a Keeper’s toolset: evades and inits being 2 and also our fastattack is 60% dependant on agility so you will generally find that an Opi keeper will have higher fastattack than other breeds.
This ability also has another advantage, you can make a lot of custom implants that are dependant on agility and since agility is so easy to buff it means you can equip a lot higher quality implants
Treatment is also a bit higher due to high agility
Not such an important skill for a keeper but your evades, inits, fastattack and treatment are dependant on this ability partially.
Opifexes have a cheaper and higher agi/sense so it makes sense to equip armour that requires it. Armour such as apocalypse leather/omni steel-ribbed, predator and crawler/prowler armour which adds to evades and inits, helping the opifex keeper to survive.
You get some pretty interesting opifex only items to play with:
Stamina is such an important skill for keepers, as most armour later on the game will require it (especially OFAB) it also crops up in a lot of main keeper skills such as 2he and brawl.
No advantages or disadvantages to speak of here, unless you count being equally good at everything as an advantage. Solitus do get a lot of nice stuff at higher levels though so don’t completely shelf this breed . For the first 100 levels however you will probably find you will be behind atrox (and maybe even opifex) a bit but not by much. At least you won’t have any troubles casting your nanos and you can put on any type of armour you wish with relative ease. IP consumption is also a little on the high side due to all abilities being blue. It’s worth it in the end though so keep slugging at it!
Interesting Solitus only items:
Tangleblade alternative to cookie cutter weapons
Average gloves buffs a multitude of things, averagely
Plaster circuit excellent for twinking on higher weapons
Modifed Aggression enhancer 6% reflect projectile not too shabby
Tiny spider band this goes on your head
SKILLS AND IP DISTRIBUTION
Since the 16.3 Patch, FC have introduced an automatic ip distributer that works until level 20: don’t use it, it puts ips into places that you don’t necessarily need at such a low level, these are the skills you should mainly focus on:
Agility: max this every level, important implants and some armour depend on this
Strength: for 2he Max it, its a core keeper ability
Stamina: for 2he Same as above, a few implants can be made to require stamina and it is the easier skill to buff at low levels
Intelligence: All nanoskills, melee energy and comp lit are dependent on this so unless you don’t want to cast any nanos or have no ncu (not recommended) then you should max this skill.
Sense: If you are an opi then maybe you can afford this skill, but for any other breed you can easily survive without sense in the first 100 levels
Psychic: Nanomages may raise this if they REALLY want (since its green for them) but even then its probably one of the Keeper’s lowest priority skills in the first 100 levels.
Brawling: If you have a weapon with brawling, raise this just enough so you can equip it with buffs. Otherwise leave it alone until you have spare ips for more important skills
Dimach: Most keeper weapons have this special, its really not worth it at lower levels because the heal just won’t be useful enough at its 1hr recharge. Just raise enough to equip any weapons you want
Riposte: only raise if the weapon requires it, afaik it still does nothing right now.
Melee energy: max if you’re using a melee energy weapon
2he: Max it if you’re using a 2he weapon.
Fastattack: Our main special I like to keep mine either just enough to cap the recharge or just max it if I can’t. You’re fine just raising it enough to equip a weapon though.
Deflect: gives you a 0-10% chance to halve incoming damage based on skill. Not worth it at lower levels so just ip enough to equip weapons.
Melee init: I tend to max this as most of the weapons from 1-100 have relatively slow attack speeds, having high init also means you can start going defensive while doing the same damage.
Nano init: Keepers don’t have “active” nanos, however sometimes you might want to recast an aura mid-fight to gain the benefits immediately. Up to you if you need this
Dodge-rng: I would start putting IPs into this as you near level 100 (or if you start RK mission early then put it in earlier) because you will start to want to do tokens around then and RK mobs use ranged weapons.
Evade Clsc: I max this as it’s our cheapest evade skill and most mobs in SL that you will meet from level 1-100 check against this.
Duck exp: I leave this well alone, you have more important places to put IPs in. Get some later when you’ve got tons of spare ip.
Nano Resist: Leave this alone, unless you are making a pvp twink. Useful later one to resist mob nukes and hostile nanos
Run Speed: Being able to run fast is nice, but it isn’t essential, if you have spare ips or are willing to sacrifice something else then you can put a few ips into this.
Computer literacy: Just because it’s dark blue doesn’t mean you have to be scared of it, very important skill for all professions so max it.
Bio Met: used in all our auras, only raise when you have an aura you want to cast
Psy Mod: Same as above, but this skill is also used in our weapon buffs.
Sense imp: Look above
Time&space: Used in our procs for extra damage, again raise only when required.
First Aid: its a cheap skill and has saved me a few times when soloing, I maxed mine but you can neglect it if you stay in teams a lot
Treatment: Arguably the most important skill in game, max at all times to equip better symbiants/implants
Implants and Utilities
I always say that what’s on the inside that counts. In the case of AO its your implants and utilities. If your implants are lower quality, this limits the quality of the armour you’re able to equip.
The basic shops on RK sell ready-made implants all the way to ql 125 and these should be fine to use up until level 60, upgrade as your funds and time allows.
NCU is such an important part of a keeper, your auras will require lots of ncu and at the moment, self-buffing myself at level 220 requires almost 600 ncu. Max intelligence, max comp lit, and then with a few buffs and comp lit implants see what the highest ql ncu you can fit in are.
Utilities are just the little extras that can make all the difference. For the first 100 levels there are only a few that are worth mentioning.
The melee fighter manuals that drop off SL mobs adds 1-4 2he/brawl/fastattack/dimach depending on which guide you get, you aren’t going to get anything better at this level so you might as well use them.
If you are neut you can wear both but I recommend you use only one and use a sanct key in hud 1 and a either a Lost Eden HUD:
or crit increaser in hud 3 such as:
or for a more defensive approach:
Eremite Macro Sensor as it has a 1 crit decrease which means mobs/players have 1 less % chance of critting you. This sounds pathetic but it is surprisingly effective in pvm.
Armour is the last thing you should worry about but it is still quite important, during your first 20 levels you can probably get away by wearing a medsuit or the starter armour: Sundance Armour After that then ACs start to matter. The mechanics of Armour Class work like this:
10 AC reduces 1 damage of the selected type
e.g. a mob hits me for 10 melee damage with 0 melee AC
If i then have 80 melee AC then it will only hit me for 2 damage.
Level based armour choices:
Newcomer’s armour is great honestly, it’s got decent AC and adds ncu and first aid AND max health. Plus you can add patches to it to make them sided and look even cooler.
Miy’s tank - drops from various mobs including cyborgs, medusas, entvines, etc
Crawler Armour - made with items from crypt of home
Prowler Armour - crawler armour from crypt of home upgraded
Tier 1 - Elysium/Scheol catacombs
Apoc/Omni-steel - apoc recipe // omni steel recipe
Predator Armour - predator bosses in Elysium
OFAB non upgraded is now not NODROP
Enhanced dustbrigade drops from the dustbrigade instances “Inside the Machine” and “The Outpost”
(Awakened) Beast Armour drops from beast, items to upgrade drop in Pyramid of Home
Dustbrigade operative from “dust it off” daily given by the Arbiter
A little low in choice for the first 100 levels but here are a few options:
Vagabond Cloak: Adds 35 aad and -35 concealment, easy drop from vagabonds in subway
Exarch Robe Drops off any “Exarch” mob in totw
Guardian Tank Armour: Very rare drop from “Guardian of Tomorrow” in ToTW. Get it if you want but far from essential, exarch robe is better in many ways.
Large Sparkle Plate any accessories shop in a Fair Trade
Neleb’s Nano-Master Robe bit unconventional but actually has solid ACs and can also let you cast your buffs earlier
Infantry chest cover sided monsters in Shadowlands. Named mobs will drop it more often.
Cloak of the reanimated ■■■ fantastic bits of armour though you’ll need some help farming the parts. The gladiator and Jester ones being the most interesting for us keepers. Find out how to get these here
Ancient container old school newbie back armour, not great but not bad
Robust Backpack Tarasque drop, very expensive.
Dustbrigade air filtration system bought with freelancer points from the Arbiter’s office
Notum tank armour from Mercenaries, little bit outdated but still decent.
OFAB Solid bit of gear bought for 30k Victory points or from another player
Dustbrigade operative covering from the “dust it off” daily given by the Arbiter
(Awakened) Burden of competence drops from the beast and upgrade from the Pyramid of Home