STARTING OUT
BREED
In this section I will outline the breed advantages/disadvantages for the first 100 levels, for more advanced breed tactics please refer to my other guide which is stickied in the keeper guides thread.
ATROX
Advantages:
1.Green Stamina
2.Green Strength
3.Higher Hitpoints (HP)
4.Others
1.STAMINA
Your 2-handed edged (2he) skill is 40% dependent on stamina, and having green stamina means you can increase your stamina with very minimal improvement points (ips) meaning your 2he skill will be substantially cheaper than all the other breeds.
Also a lot of keeper armour requires stamina to equip so atroxes have an easier time equipping them. Other important skills reliant on stamina are:
body development (body dev.) which means you spend less ips raising your HP
Brawling, a skill required for many weapons and a great attack to have since it has a chance of stunning your opponent and doing decent damage at the same time.
Run-speed, being faster is never bad.
2.STRENGTH
Your 2he skill is 60% dependent on strength. Armour such as tier armour and CAS both require strength.
Other skills dependent on strength are:
brawling
runspeed
sensory improvement is 20% dependent on strength, this can be useful for casting your self skill buffs such as 2he and fastattack.
3.HP
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. per point so base HP will be a lot higher than the other breeds.
4.Others
Silken Legchopper gloves: 40 2he in glove slot unique to atroxes.
Disadvantages
1.Intelligence
2.Psychic
3.Sense
1.Intelligence
All your nanoskills and also computer literacy (c.lit) are highly dependent on intelligence (int) having dark blue int means it is very expensive in ips to keep this ability up to date, you may find you regularly cannot cast nanos your level allows.
Computer literacy almost certainly will limit your nano control unit (ncu) space as well. Treatment and First Aid are also half dependent on int and this means the implants and symbiants that are available to you are rather lower in quality compared to the other breeds.
2.Psychic
Keeper auras cost a lot of nanopoints and since nanopool is 70% dependent on psychic and it is dark blue for troxes then you may find you will have trouble casting your auras at the unlocked levels without some sort of nanocost reducing buff or lend nano buff from traders and MAs. Dimach is also psychic based and also most of the speed skills, so similarly for int your speed and nanoskills will be more expensive in terms of ips.
3.Sense
Not so important but it does affect speed skills, some nanoskills, dimach and fastattack, the latter being one of your main damage skills.
NANOMAGE:
Advantages
1.Intelligence
2.Psychic
3.Nanopool
4.Others
1.Intelligence
Green intelligence means you have a cheaper ip cost in raising your intelligence, so as a consequence these skills will be cheaper in ips:
Nanoskills
Evades
Melee init
Treatment
First Aid
2.Psychic
Main contributer to nanopool, will have an easier time getting enough max nano to cast those auras, also skills like dimach, inits, evades and nanoskills are dependent on this ability.
3.Nano
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.
4.Others
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 at ql 200.
Disadvantages
1.Strength
2.Agility
3.HP
1.Strength
As you probably already figured out, strength is kind of a high priority for keepers so this being dark blue doesn't help a keeper much at all and therefore a lot of core skills of a keeper will be lower as a nanomage.
2.Agility
Agility is also an important ability for a keeper to have, as many symbiants require this skill and getting on the higher quality ones will be a challenge.
3.HP
Nanomages only get 2 HP per body dev point they raise, even if body dev is a cheap skill to raise it still means a nanomages HP is quite behind all the other breeds.
OPIFEX:
Advantages
1.Agility
2.Sense
1.Agility
Core skill that pops up in various different parts of a Keeper's toolset, evades and inits being 2 and also our main special: 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, armour and other things on your keeper. Treatment is also a bit higher due to high agi.
2.Sense
Not such an important skill for a keeper but your evades, inits, fastattack and treatment are dependant on this ability partially. Opifexes have a cheap agi/sense so it makes sense to equip these armours this therefore naturally directs an opifex keeper to wear such armours as apocalypse leather/omni steel-ribbed and crawler/prowler armour which adds to evades and inits, helping the opifex keeper to survive.
Disadvantages
1.Stamina
Stamina is such an important skill for keepers, as most armours later on the game will require it (especially OFAB) it also crops up in a lot of main keeper skills and having dark blue stamina means that an opifex keeper will have a harder time getting keeper specific armour on as well as 2he and brawl being lower than the other breeds.
SOLITUS
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, this is mainly inconsequential when you get into your shadowlevels however.
JUST AS A SIDE NOTE:
Your jump height is determined by your BASE (non-buffed) strength and agility, this means that opifex and atrox breeds will jump higher than the other two.
YOUR FIRST STEPS
You make your keeper and Anarchy loads up: you find yourself in the Jobe training area you HAVE to start in there as a keeper so no free ai levels like the other professions.
You load up on a platform in a strange strange place, open your inventory up by pressing the "I" button and take a look at your starting items. First right click on your "projector" and a lil guy pops out and give you a brief intro to SL.
Ok lets take a look at the other more useful stuff, namely your weapon. The starter sword you start off with is the biggest pile of poop but its all you have and you better equip it, to do this, just right click it. One more thing you start with is a nanocrystal called "Keeper's Edge" which adds a nice 12 to your 2he skill, right click it and it will appear in your nanoprograms list and also on your hotbar for ease of use.
One more thing: your Jobe bracer, you can equip it if you like as it has a +5 add all def mod which is small but better than nothing, the main thing this does is teleport you into the jobe Backyard until you are over level 16. To teleport, simply right click on the bracer. You end up on a platform with a bridge attached to it, run toward the bridge and talk to Drake Rodriguez, do all the missions you get from him (There are plenty of guides for these quests so i won't list them here).
SKILLS AND IP DISTRIBUTION
Since the 16.3 Patch, FC have introduced an automatic ip distribution feature that works until level 20. If you want to use it and worry about more important things it's a very handy way save some time and thought however I suggest you take a look at the skills below to better understand your profession.
Agility: max this every level, implants and armour depend on this as well as jump height mentioned earlier.
Strength: Max it, its a core keeper ability
Stamina: Same as above, a few implants can be made to require stamina and it is one of the easier skills to buff at low levels
Intelligence: All nanoskills are 80% dependant on this so unless you don't want to cast any nanos (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. If you plan on using predator armour though, I advise you max it.
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: Not many of the weapons you get in the first 100 levels uses this skill, so unless you get one, leave this skill alone
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 it's a 60 minute cooldown.
Riposte: Avoid weapons that require this unless you're going to stay at a certain level ((Exact)Copy of the Excalibur and (Long)Sword of the Illuminated and Kyr'ozch Sword- type 880 are exceptions) as this skill is nothing but a weapon requirement. Could change soon though! Jk, been waiting almost 3 years.
2he: Max skill at all times, its our primary weapon skill
Fastattack: Our main special I like to keep mine maxed so I have a lower recharge time, but if you are tight on ips you can neglect this a little, Flurry of Blows also requires this skill and it is one of our main DD increasing items.
Parry: same as riposte, a broken skill that does nothing. Could change soon though! Jk.
Melee initiative: 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 have one active nano they cast in battle and it's a pvp related one that has a cap of 1 second cast time. Better leave this skill alone for the first 100 levels.
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, this evade is only checked against shotgun wielding npcs and hecklers, you don't need to invest so many ips just to kill one shotgun npc and you won't be tanking hecklers at this level.
Nano Resist: Leave this alone.
Run Speed: Being able to run fast is nice, but it isn't essential. I like to keep mine updated.
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 put enough points in it to equip the best belt available, I keep mine maxed just because I'm lazy.
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. I recommend only raising this enough to be able to cast fury until level 100.
Mat Met: completely useless for keepers, don't touch it. Ever.
First Aid: its a cheap skill and has saved me a few times when soloing. Still useful in a team situation to stim others
Treatment: Arguably the most important skill in game, I max at all times to equip better symbiants/implants but you can just wait until you want to equip something and then just raise it.
These are the only skills that you really need in the first 100 levels.