QL1 - QL10 Old English buff pistols (2). Find in shops or do a mission.
QL1 - Aggression Enhancer.
QL1 - QL 10 The Original Electronicum (2). NPC Secondhand Peddler.
QL1 YES Support 1010 (1). Find in missions.
QL1 *and* QL40 Tsakachumi PTO-HV Counter-Sniper Rifle (1) each. Find in shops or do missions.
QL10 Concrete Cushion (2). Find in missions.
QL22 OT-Windchaser M06 Quartz (1). Find in missions.
QL22 MTI B-94 +2 experience pistol (2).
QL30-50 Treatment Library. Check the crafting how-to guide at AO Universe.
QL60 4 slot belt - 161 computer literacy skill requirement (1). Find in advanced shop terminals.
That should keep you busy for a while. And do what Savvick mentioned - open the map and check where missions send you before accepting them!
This is from a engineer guide, but it works for everyone:
4.0 Mission briefing
Why bother doing missions? Because this is where we get free armor, weapons, devices, nanos and earn some spending money. Not all items are missionable, but most everything we need at low levels may be found in missions. Missions also offer a quick and easy way for people with limited play time to get in some gaming without the usual hassles involved in non-instanced outdoor solo/team adventuring. Additionally, the Clan or Omni mission token neckboards are valued for their modifier bonuses. Neutrals cannot use sided token boards, although they do have alternatives at later levels.
Buy a few backpacks to store away all the mission loot, a lockpick to open locked doors and chests and a stack of free movement stims to remove root and snare programs. There’s nothing worse than being blocked by a locked mission door, or unable to liberate a mobs precious belongings from a chest or getting rooted-in-place for five minutes.
Getting enough credits to fund your engineer is pretty hard to start off with, but this is the same for all professions. Doing missions helps to relieve at least a portion of the credit crunch. It’s also always worth checking forum topics and guides on how to earn credits.
Before getting too far along in this section go to AO Universe and get the latest functional version of Clicksaver - or the MishBuddy app from the developer website. As long as one of the two versions work on your computer it really doesn’t matter which one you use.
4.1. Mission locations
Zone location is important. For mission levels up to level 30 try getting same-zone missions or missions close to a whompah entrance or grid terminal. Check mission terminals in various cities or outposts and then look closely at the planet map to see where each mission sends you previous to accepting a mission because long, dangerous runs to missions are a huge waste of your time.
4.2. Mission types
There are five mission types: find item, return item, repair, find person, and kill person missions:
Find item missions are generally the preferred type of mission among adventurers, as you get to keep the found item as well as the mission reward. Once you pick up the item, your mission ends, so don’t pick it up until all the mobs are dead if you are going for a 100% chance to get your mission token(s). Please note that many find item missions now ask you to locate some Urgent Sensitive Information or an Art Container which is worthless and negates the primary benefit for pulling find item missions.
Return item missions involve picking up the item, then returning to the same mission terminal you received the mission from, and then giving that item to the terminal in order to complete the mission. Some players like these missions as you get two chances at the item: once as the item to NOT return to complete the mission if you wanted it (simply delete the mission after you retrieve the item) and a second time as the mission reward.
Repair missions will give you a repair part, data module or food sack to deposit in some machine in the mission. To complete the mission simply pick it up out of inventory and right click it on the machine in the mission.
Find person missions involving targeting the selected human/monster for about 10 seconds. You are then free to kill the target if you want, or leave him/her/it living. These mission types are annoying when trying to earn tokens as you need to make sure you don’t mistakenly target the mob and prematurely complete the mission. On the other hand, if you are trying to blitz the mission for an item then this mission type is a good candidate.
Kill person missions are similar to find person missions, but the mission completes when the person/mob is killed, rather than just being targeted. This may mean that you encounter the target early in the mission, and can’t access rooms beyond without it attacking you. Running for the entrance in these cases seems to have it waiting for you when you zone back in, too. That means that you can’t always do enough of the mission to earn a token. Also, if you have your map upgrades for people and monsters, you can sometimes pick out the target on the map. With kill person missions, the target can be one of two types visually. If the human is wearing brown plated armor, it is non-aggressive, if it is wearing a blue Hawaiian shirt, it will be aggressive, and attack on sight, so if you run into the person before you are ready to complete the mission, you have to either go through the rest of the mission with them beating on your back (have done that before ) or just kill them and finish the mission prematurely.
4.3. Mission sliders
If you click on the small arrow to the right of the Request Mission button, you will reveal sliders where you can select the mission parameters. Its not absolutely known for certain what each slider does, but the following are what we do know about them.
The Good-Bad slider is used for changing the mission type while the other sliders remain at a constant setting. Generally, the closer to good the selector is, the more altruistic the mission, while the closer to bad the selector is, the more violent the mission. Some people think good missions tend to have fewer mobs than bad missions, but I’ve not seen that correlation.
The Order-Chaos slider determines the type of mobs. When the selector is set to order, you will be fighting humans of various classes. When the selector is set to chaos, you will be fighting animals, mutants, cyborgs, and robotic models. When the Chaos slider is set to 100% Chaos, it chooses the second mob of paired mobs (such as found in large rooms and corridors) randomly instead of making it of the same type as the first. The random choice of second mob seems to be made once only and then applied to all mob pairs in the mission. In other words, if clan human was chosen as 2nd mob type for pairs in an otherwise all-hellhound mission, then it will be clan human in all large rooms and corridors. This has very important consequences for pet owners, because most of the time randomly chosen mobs will not assist each other, so a pet can be sent in to attack one of them and the other mob will just stand there and not join the fight. This is very helpful both for soloing with a pet (it can kill high level mobs one at a time when two would overwhelm it), and also for pulling singles out of the room for teams (/pet follow after it has attacked one mob). Obviously nobody should enter the room or corridor — nail those impetuous damage dealers to the ground outside — otherwise the second mob will attack directly despite not being interested in assisting the first mob. Note that 100% Chaos is not infallible in creating non-assisting second mobs because the choice of 2nd is made independently of the choice of 1st for pairs, so that there is always a chance that they will both be hellhounds, for example, by coincidence. Also, some mobs do assist each other despite being of not exactly the same type, for example Aquaan Marines and Aquaan Queens, and hellhounds and bioarranged beasts, which reduces their independence slightly. The 100% Chaos setting has been invaluable to me as a TL6 engie. The top-trimmed and fully buffed ql 200 slayer can just about survive an encounter with a single 219 hellhound given chain-casting of A Maker’s Touch pet heal, but two of them means a dead pet in under 30 seconds, so full Chaos extends the soloing life of an engineer significantly.
The Open-Hidden slider determines the prevalence of locked doors and chests, and secret walls that have chests hidden behind them.
The Phys-Myst slider determines the combat style of the mobs in the mission. When set to physical, expect the mobs to get right up close and beat on you with swords, clubs and fists. When set to mystical you will face more nano-using and ranged weapons wielding targets.
The HeadOn-Stealth slider seems to determine the number of trapped chests and also the prevalence of mission security devices (security cameras and turrets) in the mission. The closer to stealth you have the setting, the more of these will appear.
The Money-XP slider. In general, and at low levels, the bonus XP seems to amount to about 1 mob’s worth of experience gain in the mission.
4.4. Soloing missions
Soloing missions is an excellent way of finding useful items and earning credits for trading, so it’s well worth learning to get to the mission and then complete it with all possible alacrity. Soloing team missions is only better if you and your pet can kill the mission boss - it’s better to complete solo missions than fail at clearing the team mission boss room and dispatching the boss. Of course to get team missions you at least temporarily require a teammate, or you need to multibox, so there’s that to consider as well.
4.5. Blitzing missions
Blitzing is a process of running your way through a mission purely for the reward, meaning you don’t kill anything. Runspeed is probably the most important skill for doing this. Always save as near to the mission entrance as possible before attempting a blitz, this way if you die during the run-though you’ve lost nothing except for the few minutes it takes to recover and return to the mission.
4.6. Daily and CRU missions
Daily task NPC are found in select office buildings. 514 x 440, Old Athen; 660 x 314, Rome Blue and 680 x 584, Borealis. Daily tasks vary by level. Most of them are fun the first time through the process. 18 hour lockout timer upon completion.
Level 50 requirement to receive CRU missions. There is a NPC for each faction who will give a task every 18 hours for you to get a nodrop and unique 25% CRU if you complete the mission for them. I seem to recall lots of reflect bracers and NCU chips can be found in these missions - more than the typical RK missions by comparison. Neutrals will find Sprysi D’Lere at 409 x 309, Newland City near the whompah.