Last updated : July 12, 2002 20:16
This list is a work in progress, it's a pretty huge thing, and it's likely that it contains mistakes or omissions. You can email me suggestions, additions, corrections.
Most of the data here was found on AntiGuardians and on the message boards.

Jump Directly to the nano list

Nano Skills

As you probably know, all Fixers nano skills are deep blue. However, they don't all have the same cost, there are cheaper and more expensive nano skills. The tiny base cost difference can mean a large IP cost difference in the long run.

Matter Metamorphosis [Int:80%,Psy:20%] (MM) 12 Matter Creation [Int:80%,Sta:20%] (MC) 12.5
Biological Metamorphosis [Int:80%,Psy:20%] (BM) 16 Time&Space Modification [Int:80%,Agi:20%] (TS) 16
Psychological Modification [Int:80%,Sense:20%] (PM) 12 Sensory Improvement [Int:80%,Str:20%] (SI) 12
NanoC Initiative [Sense:60%,Agi:40%] (NI) 12 Nano Resistance [Psy:80%,Int:20%] (NR) 8

NanoC Initiative and Nano Resistance are not nano skills, but they belong in the same general category.

NanoC Initiative works by removing 1 second from attack skill for every 200 points. So, 600 points in NI makes the high end evac insta-cast... Contrary to initiative skills for weapons, the recharge time is not changed at all. Though given the cost, I don't recommend that Fixers dabble in that, except at very high levels if they have nothing better to do with their IPs (which I doubt). But with our high computer litteracy, cheap nano in NCU and our NCU buffs, it might be a very good idea to use that 6th slot on our belt for a recompressor (+400 NI for QL200) and get insta-root and 1sec evac...

Nano Resistance used to be worthless, but now it seems that it actually works sometimes (the 14.4 patch seems to have fixed evades, including NR). This might be something interresting to try for Grid Armor users, since they are extremelly vulnerable to nano skills debuffs and already get a NR bonus with the armor.

Calculate your IP costs yourself!

Skill Rank From
Skill Rank To
Skill
Total Cost

Now, most Fixers have a hard time raising their nano skills, because of the cost. A few tips on this :

Way to Raise Nano Skills

Fixer Only Items

Lately, we have seen some Fixer only items which help a little with these expensive nano skills.

Name QL Location Requirement Effect Notes
NCU Hacker Interface
HUD2 Level>=QL +1 to all nano skills This is the main item, new with the 14.4 patch. It's cheap and easy to build, you should already have one! Built by using a Nano Programming Interface on a normal lockpick. Updates with level. Check The Mockers site for instructions.
Droid Control-Device
Armor:Head
Break&Entry 6
EnergyAC 1
ReflectEnergy 1
Psychology 1
Disarm 1
PM 1
SI 1
Supposed to drop from the Iron Reet in Mutant Domain (850x1000), but it seems to be a rare spaw. QL seems to be in the 100-120 range.
Custom-Made Fixer Ring of Progress
Armor:Finger Level>=QL
B&E 1
Computer Litteracy 1
MM 1
PM 1
Run Speed 1
SI 1
Disarm 1
Vehicle Air 1
Not seen yet... Looks nice too...
Padded Love Arms
Armor:Arms
Stamina 10
Chemical&Energy AC 3
Cold&Fire AC 10
Melee&Projectile AC 4
Poison&Radiation AC 1
Dodge Ranged +1
PM +1
Boss loot.
Padded Love Boot
Armor:Feet
Stamina 10
Chemical&Energy AC 3
Cold&Fire AC 10
Melee&Projectile AC 4
Poison&Radiation AC 1
Run Speed +3
MC +1
Padded Love Pants
Armor:Legs
Stamina 10
Chemical&Energy AC 3
Cold&Fire AC 10
Melee&Projectile AC 4
Poison&Radiation AC 1
Duck Explosive +1
TS +1
Padded Love Shirt
Armor:Body
Stamina 10
Chemical&Energy AC 3
Cold&Fire AC 10
Melee&Projectile AC 5
Poison&Radiation AC 1
Evade Close Cbt +3
SI +1

 

Nano Lines

  MM BM PM MC TS SI
Run Buffs            
Heals Over Time (HoT)            
Dmg Buffs            
Roots            
Snares            
Area Snares            
Suppressor (SMG+Burst)            
Summon Stuff            
NCU Buffs            
Grid Access            
Misc Buffs            
Debuffs (LFF)            
Fixer Grid
Break&Entry Req & Quest
   

 

Sample Available in shops, missions...
Sample Mission Only (reward, loot...)
Sample Team Mission only

You can enter you nano skills there, and the nano you can use will be highlighted.

  MM BM PM MC TS SI
Base Value
Self Buffs
Outside Buffs
Total

Run Buffs

This line is the trademark of the Fixers... Few other profession can run as fast as we can, for such an extended period of time. Starting with the 14.4 patch, we have two lines : single target and team. There are a few differences between them :

Before 14.4, our run buffs had a damage penalty. Thankfully, this has been removed.

This extra runspeed and the evade bonus makes running mission, also known as Blitzing , a very popular activity for Fixers, and one we can excel at. You can find more about this art form at the Mockers site or on the official boards.

  Name QL Requirements Run Buff NCU Nano Duration Evades Buff Target
Limited Grid Jump (Team)
14
SI 91
TS 68
+110 5 40 1 hour N/A Team
Limited Grid Jump
17
SI 100
TS 74
+140 6 19 1 hour +2 Single
Hack Grid Vector (Team)
27
SI 151
TS 112
Level 25
+160 9 80 1 hour N/A Team
Hack Grid Vector
30
SI 159
TS 118
+190 10 40 1 hour +7 Single
Grid Runner (Team)
40
SI 212
TS 155
Level 25
+230 12 170 1 hour N/A Team
Grid Runner
43
SI 221
TS 161
+260 14 85 1 hour +16 Single
Leech Grid Vector (Team)
57
SI 305
TS 219
Level 50
+280 17 245 1 hour N/A Team
Leech Grid Vector
63
SI 316
TS 226
+310 20 121 1 hour +25 Single
Grid Surfer (Team)
76
SI 403
TS 291
Level 75
+360 23 340 1 hour N/A Team
Grid Surfer
83
SI 413
TS 298
+390 26 167 1 hour +37 Single
Partial Grid Jump (Team)
106
SI 548
TS 392
Level 100
+420 31 620 1h6m40s N/A Team
Partial Grid Jump
113
SI 559
TS 399
+450 35 284 1h6m40s +61 Single
Grid Phase Accelerator (Team)
132
SI 662
TS 494
Level 145
+590 38 740 1h10m N/A Team
Grid Phase Accelerator
136
SI 666
TS 500
+620 42 351 1h10m +70 Single
Gridspace Freedom (Team)
156
SI 770
TS 583
Level 185
+680 44 905 1h10m N/A Team
Gridspace Freedom
156
SI 775
TS 587
+720 48 412 1h10m +79 Single

Heal Over Time (HoT)

The 14.4 patch greatly expended our HoT line. It used to be of dubious interrest, now, it's a line really worth considering! We now have two lines, and they stack together (and it seems with some Doctors HoT - I think the HP buff with the very slow HoT). This added a lot to our survivability, it's now pretty hard to kill a Fixer. Also, roots are interresting in combination with HoT, since you can just root your opponent and move out of range for a while and let the HoT heal you.

As usual, you can find some extra information and comparison with the Doctors' HoT on The Mockers forums.

Fast HoT/Short Duration (one pulse per 5s)

  Name QL Requirements Heal Avg Heal/s Duration Nano NCU
Basic Insurance Hack
4
MM 26
TS 21
BM 21
2-6 0.8 3m20s 85 2
Medical Claim
17
MM 96
TS 71
BM 71
10-21 3.1 3m20s 301 6
Falsify Medical Record
30
MM 171
TS 126
BM 126
17-39 5.6 3m20s 442 10
Insurance Hack
47
MM 252
TS 182
BM 182
26-63 8.9 3m20s 599 15
Basic Policy Skim
66
MM 345
TS 247
BM 247
38-82 12.0 3m20s 702 21
Detailled Medical Claim
73
MM 384
TS 276
BM 276
43-92 13.5 3m20s 752 23
Advanced Insurance Hack
103
MM 528
TS 377
BM 377
64-139 20.3 3m20s 947 32
Policy Skim
119
MM 618
TS 444
BM 444
83-168 25.1 3m20s 1057 37
Flawless Medical Claim
129
MM 661
TS 492
BM 492
95-200 29.5 3m20s 1127 40
Advanced Policy Skim
142
MM 709
TS 543
BM 543
104-244 34.8 3m20s 1216 44
Omni-Med Incursion
149
MM 759
TS 574
BM 574
122-276 39.8 3m20s 1293 46

Slow HoT/Long Duration (one pulse per 10s)

  Name QL Requirements Heal Avg Heal/s Duration Nano NCU
Relieving Salve
7
MM 57
TS 43
BM 43
15-18 1.6 15m 114 2
Rebinding Sutures
24
MM 134
TS 99
BM 99
Level 25
35-41 3.8 15m 213 4
Hacked Diagnosis
37
MM 204
TS 149
BM 149
Level 25
58-64 6.1 15m 290 6
Kitchen-sink Surgery
53
MM 294
TS 212
BM 212
Level 50
87-92 8.9 15m 368 9
Blackmarket Prescription
70
MM 379
TS 272
BM 272
Level 75
111-119 11.5 20m 418 12
Biosign Rejuvenator
93
MM 488
TS 347
BM 347
Level 100
154-162 15.8 20m 504 15
Nano Cauterization
109
MM 574
TS 410
BM 410
Level 100
194-201 19.7 20m 572 18
Systolic Equalizer
123
MM 642
TS 470
BM 470
Level 135
235-243 23.9 25m 619 20
Backyard Revitalization
132
MM 683
TS 520
BM 520
Level 155
276-283 27.9 25m 661 22
Cellular Crashcart
146
MM 743
TS 564
BM 564
Level 175
326-335 33 25m 719 24
Dr Hack 'n Quack
152
MM 779
TS 589
BM 589
Level 195
362-370 36.6 30m 729 25

Damage Buffs

Fixers have two lines of damage buffs, but they do not stack together. They differ by the damage types they buffs. At the moment, the damage buff lose a lot of efficiency at higher levels... But since you mostly get them as freebies while learning other nano lines, and since every little bit adds up and helps...

Poison Line

This lines buffs melee, poison and projectile damage.

  Name QL Requirements Bonus Duration Nano NCU
Poison Modification
1
SI 22
MM 22
+2 40m 21 1
Contact Poison
27
SI 130
MM 130
+7 40m 86 9
Venom Modification
60
SI 289
MM 289
+13 40m 162 19
Lifebane Modification
90
SI 423
MM 423
+16 46m40s 195 28

Nano Line

This lines buffs all damage types (chemical, cold, energy, fire, melee, poison, projectile and radiation).

  Name QL Requirements Bonus Duration Nano NCU
Lesser Nano Boost
10
SI 57
MM 57
+5 40m 85 4
Hasty Augmentation Cloud
43
SI 208
MM 208
+10 40m 171 14
Nano Boost
80
SI 375
MM 375
+15 43m20s 256 25
Augmentation Cloud
106
SI 493
MM 493
+17 50m 289 33
Greater Nano Boost
136
SI 624
MM 624
+20 53m20s 340 42
Advanced Augmentation Cloud
142
SI 654
MM 654
+21 56m40s 357 44
Targeted Augmentation Cloud
149
SI 689
MM 689
+23 1h 391 46
Neural Interfaced Augmentation Cloud
159
SI 733
MM 733
+25 1h3m20s 424 49
Semi-Sentient Augmentation Cloud
169
SI 784
MM 784
+27 1h6m40s 458 52

Roots

With run buffs, rooting is another essential part of the Fixer arsenal. Along with the HoT, they do a lot to make us viable. Roots are very powerful tools, but they require some finesse.

There are some basic tactics using roots :

At the moment, several things can break a root, over than direct fire :

Nano Resistance against Fixer roots is between 99% and 96%, depending on the exact nano. Attack skill is 56% PM and 44% TS. Range is 25m.

  Name QL Requirements Duration Attack Recharge Nano
Halt Flight
4
PM 39
TS 30
21s 1.01 3.05 35
No Escape Possible
14
PM 83
TS 62
32s 1.03 3.14 55
Lesser Prolong Encounter
27
PM 139
TS 103
46s 1.06 3.24 89
Delay Retreat
60
PM 300
TS 216
1m23s 1.13 3.52 157
Greater Halt Flight
90
PM 455
TS 326
1m56s 1.19 3.77 229
Prolong Encounter
123
PM 612
TS 440
2m50s 1.26 4.02 362
Greater Delay Retreat
139
PM 680
TS 518
3m48s 1.32 4.28 490
Greater Prolong Encounter
152
PM 754
TS 571
4m35s 1.37 4.49 643

Snares

Snares is another useful Fixer weapon.

The most advanced tactic using snares is kiting. It's also probably the most advanced Fixer skill to master, along with blitzing. And maybe the most advanced in the whole game too... You can find more about it there and on the Mockers forums. Also, snares are sometimes bugged an appear to do nothing (mostly when the target was already moving before the snare hit it). The developpment team has ackwnoledged it and they're supposed to be working on fixing it.

Attack Skill is 56% SI and 44% TS. Range is 20m.

  Name QL Requirements RunSpeed Duration Attack Recharge NR Nano
Passive Micro Entanglement
4
SI 31
TS 24
-100 5m24s 1.01 3.04 70% 17
Lesser Nano Net
10
SI 61
TS 46
-180 6m6s 1.02 3.1 70% 39
Active Micro Entanglement
20
SI 112
TS 83
-320 7m19s 1.05 3.19 70% 74
Nano Net
37
SI 200
TS 146
-480 9m26s 1.09 3.36 70% 133
Invasive Micro Entanglement
73
SI 365
TS 261
-750 12m46s 1.16 3.62 70% 194
Greater Nano Net
103
SI 513
TS 366
-920 16m3s 1.21 3.86 70% 254
Gravity Bindings
126
SI 635
TS 462
-1080 20m42s 1.28 4.10 70% 322

Area Snares

Attack Skill is 56% SI and 44% TS. Range is 25m.

  Name QL Requirements RunSpeed Duration Attack Recharge NR Nano
Passive Distributed Entanglement
7
SI 48
TS 36
-160 5m48s 1.02 3.07 80% 45
Lesser Net Cast Wide
20
SI 121
TS 89
-340 7m31s 1.05 3.21 80% 131
Active Distributed Entanglement
33
SI 184
TS 134
-430 9m2s 1.08 3.33 80% 183
Net Cast Wide
43
SI 231
TS 168
-615 10m9s 1.10 3.42 80% 237
Invasive Distributed Entanglement
63
SI 327
TS 234
-690 11m58s 1.14 3.56 80% 268
Spin Weak Nanoweb
96
SI 479
TS 340
-900 15m 1.2 3.8 75% 370
Greater Net Cast Wide
119
SI 599
TS 430
-1030 18m36s 1.25 3.99 80% 452
Mass Gravity Bindings
136
SI 670
TS 506
-1280 23m15s 1.31 4.24 80% 536
Spin Nanoweb
156
SI 768
TS 581
-1550 28m39s 1.38 4.54 75% 655

Suppressor Line

All except the QL1 Minor Suppressor are self only. The line above Minor Suppressor was added in 14.4 and is indeed very nice. The damage buffs cover all the damage type (chemical, cold, energy, fire, melee, poison, projectile, radiation).
The skill buffs let you equip better weapons, but you should have them running all the time while fighting since they increase your ATK rating. And higher ATK rating means more damage [base damage*(1+ATK/400)] and higher chance to do a critical hit.

  Name QL Requirements SMG Burst Special Duration NCU Nano
Minor Suppressor
1
PM 10
SI 9
+8 +7   30m 1 16
Lesser Suppressor
14
PM 79
SI 79
+24 +15   40m 5 58
Suppressor
33
PM 167
SI 167
Level 25
+46 +30   1h 10 121
Major Suppressor
73
PM 350
SI 350
Level 75
+79 +50   1h 21 248
Supreme Suppressor
106
PM 503
SI 503
Level 100
+100 +64
Multi-ranged +10
1h20m 30 367
Spray With Lead
136
PM 637
SI 637
Level 135
+121 +78
Multi-ranged +15
Dmg Mod +3
1h40m 39 494
Shower With Lead
156
PM 726
SI 726
Level 175
+134 +85
Multi-ranged +22
Dmg Mod +5
Ranged Init +25
2h 44 577
Frenzy of Shells
169
PM 787
SI 787
Level 195
+141 +90
Multi-ranged +38
Dmg Mod +8
Ranged Init +40
Evades +10
3h 46 688

Summoning Line

Well, call me lazy, but I didn't do the little thingie for all these lines except Grid Armor. I'm sure a couple of you will complain about not knowing what part of the Restock Ammo line they can run, but this was just too much work just for the two of you ;)
Anyway, the only thing worth it in the summon lines is Grid Armor. The rest are little dubious bonus on the way...

Restock Ammo

This line is in contest with the martial artists Give Life line for being the most useless in the game. Noone knows for sure which one is winning, but Restock Ammo sure has a lot on its side :

Name QL Requirements Nano Notes
Restock Ammo (Level OP-I)
10
MC 82
TS 65
Credits 58
50 Summons one clip of random ammo (9s run time total). Do you feel the power already?
Restock Ammo (Level OP-II)
18
MC 111
TS 86
Credits 116
60 Summons one clip of random ammo (9s run time total). Supposed to get it from a larger set of ammo (grenade, arrows...). Wow!
Restock Ammo (Level OP-X)
60
MC 366
TS 291
Credits 104
60 Summons two clips. Yeah, summon that ammo baby!
Restock Ammo (Level OP-XX)
74
MC 428
TS 329
Credits 209
70 Summons two clips from larger ammo set. And you can even do it standing on your head, cool!
Restock Ammo (Level OP-CC)
107
MC 623
TS 494
Credits 316
80 Summons three clips. Shaaaazam!
Restock Ammo (Level OP-C)
107
MC 619
TS 476
Credits 148
70 Summons three clips from larger ammo set. You have mastered the line! What a warm feeling!

The Blades 'n Blunts line summons (random) melee weapons, the Beamers 'n Botlers summons (random) guns and Smuggler summons (random) armor. The weapons are temporary (8 hours) and can't be sold in shops. Did I mention the stuff you get is random? So, pretty useless. Though it seems FC made some stuff summon only in an attempt to make these lines somewhat less useless.

Bootleg Blades 'n Blunts

Name QL Requirements Nano QL Summoned
Bootleg Blades 'n Blunts (OP-XX)
8
MC 62
TS 49
Credits 28
20 20
Bootleg Blades 'n Blunts (OP-XL)
21
MC 140
TS 112
Credits 197
47 40
Bootleg Blades 'n Blunts (OP-LX)
34
MC 211
TS 171
Credits 450
74 60
Bootleg Blades 'n Blunts (OP-LXXX)
54
MC 313
TS 244
Credits 854
105 80
Bootleg Blades 'n Blunts (OP-C)
67
MC 401
TS 315
Credits 1385
135 100
Bootleg Blades 'n Blunts (OP-CXX)
90
MC 528
TS 388
Credits 2044
167 120
Bootleg Blades 'n Blunts (OP-CXL)
103
MC 611
TS 450
Credits 2831
192 140
Bootleg Blades 'n Blunts (OP-CLX)
107
MC 625
TS 500
Credits 3746
209 160
Bootleg Blades 'n Blunts (OP-CLXXX)
113
MC 644
TS 549
Credits 4790
228 180
Bootleg Blades 'n Blunts (OP-CC)
120
MC 687
TS 583
Credits 5961
247 200

Bootleg Beamers 'n Bolters
Name QL Requirements Nano QL Summoned
Bootleg Beamers 'n Bolters (OP-XX)
8
MC 62
TS 49
Credits 31
20 20
Bootleg Beamers 'n Bolters (OP-XL)
21
MC 140
TS 112
Credits 197
47 40
Bootleg Beamers 'n Bolters (OP-LX)
34
MC 211
TS 171
Credits 507
74 60
Bootleg Beamers 'n Bolters (OP-LXXX)
54
MC 313
TS 244
Credits 960
105 80
Bootleg Beamers 'n Bolters (OP-C)
67
MC 401
TS 315
Credits 1558
135 100
Bootleg Beamers 'n Bolters (OP-CXX)
90
MC 528
TS 388
Credits 2299
167 120
Bootleg Beamers 'n Bolters (OP-CXL)
103
MC 611
TS 450
Credits 3184
192 140
Bootleg Beamers 'n Bolters (OP-CLX)
107
MC 625
TS 500
Credits 4214
209 160
Bootleg Beamers 'n Bolters (OP-CLXXX)
113
MC 644
TS 549
Credits 5387
228 180
Bootleg Beamers 'n Bolters (OP-CC)
120
MC 687
TS 583
Credits 6705
247 200

Smuggler Shipment

Name QL Requirements Nano QL Summoned
Smuggler Shipment (OP-XX)
8
MC 66
TS 52
Credits 36
23 20
Smuggler Shipment (OP-XL)
24
MC 143
TS 115
Credits 209
53 40
Smuggler Shipment (OP-LX)
34
MC 216
TS 175
Credits 526
83 60
Smuggler Shipment (OP-LXXX)
54
MC 317
TS 247
Credits 987
119 80
Smuggler Shipment (OP-C)
70
MC 408
TS 319
Credits 1591
152 100
Smuggler Shipment (OP-CXX)
90
MC 534
TS 392
Credits 2340
188 120
Smuggler Shipment (OP-CXL)
103
MC 612
TS 452
Credits 3233
217 140
Smuggler Shipment (OP-CLX)
107
MC 626
TS 503
Credits 4270
235 160
Smuggler Shipment (OP-CLXXX)
113
MC 645
TS 551
Credits 5451
256 180
Smuggler Shipment (OP-CC)
120
MC 689
TS 585
Credits 6775
278 200

Summon Grid Armor

The nice thing in this whole line :)
Basically, Grid Armor makes you very very very good at evading.

Grid Armor has a bug where you could get chain-critted. This has been fixed in 14.4. Also, the evade formulas has been changed : you couldn't evade criticals before, since they had no evade checks.

The low AC of Grid Armor can be helped with AC buffs (Engineers, MA, Soldiers). The Engineers buffs can be found as symbio grafts.

  Name QL Requirements DMS Evades AC NCU Dmg Mod Health NR Nano
Summon Grid Armor Mk I
60/78
MM 365
MC 333
TS 261
+870 +100 265 +25 +4 +50 +50 848
Summon Grid Armor Mk II
93/111
MM 533
MC 515
TS 380
+1350 +120 750 +50 +7 +75 +100 1230
Summon Grid Armor Mk III
116/142
MM 644
MC 617
TS 472
+1700 +136 1250 +75 +12 +100 +200 1504
Summon Grid Armor Mk IV
140/142
MM 782
MC 696
TS 591
+2100 +150 2000 +100 +20 +150 +300 1887

NCU Buffs

This is probably the 14.4 addition which made us the most popular with teams! Many professions are very short on NCU (Traders, Meta-phycisits) and even more so when teaming.
At the moment, all the buff requires 1 NCU; meaning you can't run them if the target already has a full NCU. All are self/team only. The buffs are currently bugged also : the buff won't refresh when run again. You have to cancel it first, free enough NCU for it (1) and run it again. This is supposed to be fixed in the future, this is not intentionnal.

  Name QL Requirements NCU Duration Nano
NCU Compressor
20
MM 125
SI 125
TS 92
Level 25
+20 30m 126
Retool NCU
40
MM 216
SI 216
TS 158
Level 25
+40 30m 252
Jury-rigged NCU Analyzer
63
MM 331
SI 331
TS 237
Level 50
+60 40m 378
Deck Recoder
93
MM 473
SI 473
TS 336
Level 75
+85 40m 536
Recompiling Memory Analyzer
123
MM 605
SI 605
TS 435
Level 125
+110 40m 693
QuarkStor NCU Core
132
MM 658
SI 658
TS 489
Level 145
+150 1h 945
Active Viral Compressor
149
MM 730
SI 730
TS 557
Level 175
+195 1h 1229
Sentient Viral Recoder
162
MM 784
SI 784
TS 592
Level 195
+250 1h10m 1575

Grid Access

These nanos let us access the commoners Grid with or without our team. The regular access is slow but has no drawback. The evac line is very fast and intenteded as a last chance nano to get out of troubles, but it has adverse effects : both health and nano points are reset to 1 after its execution. Be extremelly careful with it if you, or a team member, have a DoT nano running, you can die easily from it. Though there are conflicting reports about dying in the Grid. Some claim they did. Others claim they went to 0 health but didn't die...

Also note that evac are impopular with some groups (because they have to go back to the original location, which can be a long trip). Make sure to work that with your group beforehand. Best bet is to let the team leader, the tank or the doctor have a safe word to yell for triggering the evac, and let him handle the responsability.

Self Regular Access

  Name QL Requirements Attack Recharge Nano
Grid Phreak
20
MM 180
SI 180
PM 180
90s 2s 525
Ride The Grid
103
MM 483
SI 483
PM 483
60s 2s 1244
Meld With Grid Stream
159
MM 741
SI 741
PM 741
30s 2s 1792

Team Regular Access

  Name QL Requirements Attack Recharge Nano
Team Grid Phreak
57
MM 278
SI 278
PM 278
90s 2s 801
Grid Excursion
123
MM 564
SI 564
PM 564
60s 2s 1436
Re-Matrix Grid Vector
169
MM 787
SI 787
PM 787
30s 2s 1928

Self Evacs

  Name QL Requirements Attack Recharge Nano
Reckless Digitization
47
MM 226
SI 226
PM 226
6s 2s 329
Ruinous Grid Jump
140
MM 640
SI 640
PM 640
3s 2s 762

Team Evacs

  Name QL Requirements Attack Recharge Nano
Instantaneous Encoding
74
MM 340
SI 340
PM 340
6s 2s 423
Emergency Vector Tap
146
MM 674
SI 674
PM 674
3s 2s 814

Misc Buffs

Some assorted buffs, mainly to B&E skills. Note than the perception buffs are now a lot more interresting with the new perception based scopes; we have the second best perception buff in the game, second only to adventurers in morphed form. Also, the B&E skill and disarm is getting more use with each patch (more XP, aggressive rollerats, sealed containers, implant disassembly, tank armor hacking, chemical streamer building...). And there is also a B&E requirement for the new Fixer Grid nanos.

Others buffs (Embrace of Shadows, Back Pain) are left overs from beta, where Fixers were intended to be more thiervery and be good at 1HE. They now are pretty useless : Agents have concealment buffs so high that the skill is worthless for anyone else. Backpain is actually a good buff for others, but since noone seems to know we have it...

  Name QL Requirements Buff Duration NCU Nano
Cracker's Luck
14
SI 75
PM 75
B&E +23
Perception +23
Disarming +23
15m 5 55
Stack the Odds
70
SI 336
PM 336
B&E +79
Perception +79
Disarming +79
15m 22 237
Karma Harvest
152
SI 700
PM 700
B&E +130
Perception +130
Disarming +130
30m 47 150
Blood Makes Noise
116
SI 543
PM 543
Perception +107
45m 36 402
Embrace of Shadows
27
SI 134
PM 134
Concealment +40
30m 9 100
Back Pain
57
SI 267
PM 267
Sneak Attack +64
30m 18 188

Debuffs

We have only one debuff, though you will see LFF use a lot by Fixers NPC. It would be nice to have this line expanded someday. The evade debuff is interresting because it makes the target easier to hit (obviously), but it also make it more critable. Note that if an evade skill goes bellow 0, you are almost guarenteed 100% crits on the target. This can be interresting in PvP against classes with deep blue evade skills, especially if you're using a weapon with unusual evade checks (Suppressor : checks against Duck Explosion).

  Name QL Requirements Debuff Duration Attack Recharge NR Nano
Luck's Fickle Fate
83
SI 394
PM 394
Evades -85
5m 3.68 1.5 130% 283

Fixer Grid

We have waited a long long while for this one! This is the Fixer only Grid, and only are the only one able to use it, not even Agents in False Profession can. But we can invite people in with the Team version. The advantages over the commoner Grid are :

You need to perform two quests to get these nanos. The Mockers have posted spoilers for the first part. You can find a guide for the second quest on Stratics. I personnally find the first quest pretty good, little hard fighting, loots of running around, very fixerish... A Yalmaha helps with doing it, but it's possible without (I don't have one), just make sure you run fast and can use reckless digitalization. Also, it seems that you must meet the requirements before being able to start the quest (level and nano skills, nano points for the second quest...).

The nanos don't move you directly into the Grid. They just create an item which you have to use (right-click) on a Grid Terminal. The team version summons one in each team member inventory (make sure everyone has the room for it).

  Name QL Requirements Nano Target
Hack Grid Data Stream
1
B&E 203
SI 180
TS 132
Level 40
Quest Completion
400 Self
Hack Grid Data Stream (Team)
1
B&E 401
SI 479
TS 340
Level 100
Quest Completion
1200 Team