The skills listed as “Anarchy Credits” when you open the Information Window for your weapon(s) should also be maxed, as well as the skill for any special attack(s) the weapon is capable of. You can find these skills in the “Melee” or “Ranged” categories. A Martial Artist should max the Martial Arts and Brawl skills, found in the “Body” category.
Skills needed for nano programs should be increased just enough to meet the requirements of the programs, unless the programs are used for damaging enemies. Only Nano Technicians, Meta-Physicists, Bureaucrats and Doctors start with damage programs. A Doctor should focus on healing, while the other three should max Matter Creation (under the “Nano & Aiding” categoiry). Note that Nano Technicians, Meta-Physicists and Bureaucrats can perform well in battle by using only their nano programs, and you might want to leave their weapon skills alone and save the IPs for later. It can be a bit more challenging though.
To attack faster, increase the initiative skill associated with your means of attacking; Physical Initiative for martial arts, Melee Initiative for close-combat weapons, Ranged Initiative for firearms, and Nano-Casting Initiative for nano programs. The effect might not be very noticeable, but you’ll appreciate it when you win the combat while barely being alive.
An Adventurer should max all eight abilities, Evade Close Combat, First Aid and Treatment. As you find or buy new nano programs, increase the skills required just enough to use them.
If you use pistols, max the Pistols and Fling Shot skills in the “Ranged” category, and the Ranged Initiative Anarchy Credits in the “Speed” category. If preferring swords, max 1-Handed Edged and Fast Attack in the “Melee” category, and Melee Initiative in the “Speed” category.
Make sure to do this every level until level 15. When you’ve played a bit, you’ll see how much IPs you spend, and what effect it has, and can play around a little more. This is just for making sure you’ll do well in the beginning.















