Skill Trees

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''See also [[Skills]] for a detailed explanation of Skills and Abilities'' ''See also [[Skills]] for a detailed explanation of Skills and Abilities''
-There are currently four skills lines - '''Repair''', '''Production''', '''Administration''', and '''Research'''. Trade-Off abilities are marked with '''(T)'''. Trade-Off abililties are special in that they do not need to be trained. They are gained when you train the prerequisite skill to the required level.+There are currently four skills lines - '''Repair''', '''Production''', '''Administration''', and '''Research'''.
 + 
 +'''Skills''' that are not available until another skill is trained to a specific level are shown indented under that level of the required skill.
 + 
 +'''''Abilities''''' are shown next to the level of the skill where they become available. Abilities do not have levels, and thus are not trained.
 + 
 +Tradeoff abilities are marked with (T). A tradeoff ability needs to be made active before its effects apply.
 + 
 +An [[:Category:Skills|alphabetic list of skills]] is available.
---- ----
===Repair=== ===Repair===
-*'''''Basic Repair''''' [Diff:1] - Repairing Advanced Machinery+*'''[[Basic Repair]]''' [Diff:1] - Repairing Advanced Machinery
-**'''Level 1'''+**''Level 2 (Basic Repair)''
-**'''Level 2'''+***'''[[Jury Rigging]]''' [Diff:2] - Gives various tradeoffs on cooldown
-***'''''Jury Rigging''''' [Diff:2] - Gives various tradeoffs on cooldown+****''Level 1'' - '''''Quick'n'dirty''''' (T) - Just get it done fast (Cooldown: -25%, Repair Quality: -20%)
-****'''Level 1'''+****''Level 2'' - '''''Haste'n'waste''''' (T) - So what if I use a bit extra materials (Cooldown: -25%, Item Charge: +25%)
-*****'''''Quick 'n' Dirty''''' '''(T)''' - Just get it done fast (Cooldown: -25%, Repair Quality: -20%)+****''Level 3'' - '''''Cut corners''''' (T) - Noone will ever notice... (Cooldown -25%, Item Stress: +20%)
-****'''Level 2'''+****''Level 4'' - '''''Routine''''' (T) - Done one, you've done them all.. (Cooldown -25%, Inspiration Drop: -20%)
-*****'''''Haste 'n' Waste''''' '''(T)''' - So what if I use a bit extra materials (Cooldown: -25%, Item Charge: +25%)+****''Level 5'' - '''''Missed opportunity''''' (T) - Description missing (Cooldown -25%, Salvage -20%)
-****'''Level 3'''+*****'''[[Emergency Repair]]''' [Diff:3] - Gives various tradeoffs on cooldown
-*****'''''Cut Corners''''' '''(T)''' - Noone will ever notice... (Cooldown -25%, Item Stress: +20%)+******''Level 1'' - '''''Quick'n'dirty II''''' (T) Just get it done fast (Cooldown: -50%, Repair Quality: -10%)
-****'''Level 4'''+******''Level 2'' - '''''Haste'n'waste II''''' (T) - So what if I use a bit extra materials (Cooldown: -50%, Item Charge: +10%)
-*****'''''Routine''''' '''(T)''' - Done one, you've done them all.. (Cooldown -10%?, Inspiration Drop: -50%?)+******''Level 3'' - '''''Cut corners II''''' (T) - Noone will ever notice... (Cooldown -50%, Item Stress: +10%)
-****'''Level 5'''+******''Level 4'' - '''''Routine II''''' (T) - Done one, you've done them all.. (Cooldown -50%, Inspiration Drop: -10%)
-*****'''''Missed Opportunity''''' '''(T)''' - Description missing (Cooldown -10%?, Salvage -20%?)+******''Level 5'' - '''''Missed opportunity II''''' (T) - Description missing (Cooldown -50%, Salvage: -10%)
-*****'''''Emergency Repair''''' [Diff:3] - Gives various tradeoffs on cooldown+**''Level 3 (Basic Repair)''
-******'''Level 1'''+***'''[[Electrician]]''' [Diff:2] - +5% bonus per level when repairing Electrical Damage
-*******'''''Quick 'n' Dirty II''''' '''(T)''' Just get it done fast (Cooldown: -10%?, Repair Quality: -10%?)+****''Level 5''
-**'''Level 3'''+*****'''[[Advanced Electrician]]''' [Diff:3] - +5% bonus per level when repairing Electrical Damage
-***'''''Electrician''''' [Diff:2] - +5% bonus per level when repairing Electrical Damage+***'''[[Electronics]]''' [Diff:2] - +5% bonus per level when repairing Electronic Damage
-****'''Level 5'''+****''Level 5''
-*****'''''Advanced Electrician''''' [Diff:3] - +5% bonus per level when repairing Electrical Damage+*****'''[[Advanced Electronics]]''' [Diff:3] - +5% bonus per level when repairing Electronic Damage
-***'''''Electronics''''' [Diff:2] - +5% bonus per level when repairing Electronic Damage+***'''[[Engineering]]''' [Diff:2] - +5% bonus per level when repairing Structural Damage
-****'''Level 5'''+****''Level 5''
-*****'''''Advanced Electronics''''' [Diff:3] - +5% bonus per level when repairing Electronic Damage+*****'''[[Advanced Engineering]]''' [Diff:3] - +5% bonus per level when repairing Structural Damage
-***'''''Engineering''''' [Diff:2] - +5% bonus per level when repairing Structural Damage+***'''[[Hazmat]]''' [Diff:2] - +5% bonus per level when repairing Contamination Damage
-****'''Level 5'''+****''Level 5''
-*****'''''Advanced Engineering''''' [Diff:3] - +5% bonus per level when repairing Structural Damage+*****'''[[Advanced Hazmat]]''' [Diff:3] - +5% bonus per level when repairing Contamination Damage
-***'''''Hazmat''''' [Diff:2] - +5% bonus per level when repairing Contamination Damage+***'''[[Mechanic]]''' [Diff:2] - +5% bonus per level when repairing Mechanical Damage
-****'''Level 5'''+****''Level 5''
-*****'''''Advanced Hazmat''''' [Diff:3] - +5% bonus per level when repairing Contamination Damage+*****'''[[Advanced Mechanic]]''' [Diff:3] - +5% bonus per level when repairing Mechanical Damage
-***'''''Mechanic''''' [Diff:2] - +5% bonus per level when repairing Mechanical Damage+**''Level 4 (Basic Repair)''
-****'''Level 5'''+***'''[[Quality Assurance]]''' [Diff:2] - Gives various trade-offs on repair quality
-*****'''''Advanced Mechanic''''' [Diff:3] - +5% bonus per level when repairing Mechanical Damage+****''Level 1'' - '''''Precise''''' (T) - This has to be done just right (Cooldown: +25%, Repair Quality: +25%)
-**'''Level 4'''+****''Level 2'' - '''''The extra bit''''' (T) - If I apply a little extra here, it should hold better.... (Repair Quality: +25%, Item Charge: +25%)
-***'''''Quality Assurance''''' [Diff:2] - Gives various trade-offs on repair quality+****''Level 3'' - '''''Push the envelope''''' (T) - It's a solid tool... It can take it... (Repair Quality: +25%, Item stress: +20%)
-****'''Level 1'''+****''Level 4'' - '''''By the book''''' (T) - Just follow the repair manual, and everything should be dandy... (Repair Quality: +25%, Inspiration drop: -20%)
-*****'''''Precise''''' '''(T)''' - This has to be done just right (Cooldown: +25%, Repair Quality: +25%)+****''Level 5'' - '''''Use it all''''' (T) - No, this is not a redundant screw... it goes... there! (Repair Quality: +25%, Salvage: -20%)
-****'''Level 2'''+*****'''[[Critical Quality]]''' [Diff:3] - Gives various trade-offs on repair quality
-*****'''''The extra bit''''' '''(T)''' - If I apply a little extra here, it should hold better.... (Repair Quality: +25%, Item Charge: +25%)+******''Level 1'' - '''''Precise II''''' (T) - This has to be done just right (Cooldown: +10%, Repair Quality: +50%)
-****'''Level 3'''+******''Level 2'' - '''''The extra bit II''''' (T) - If I apply a little extra here, it should hold better.... (Repair Quality: +50%, Item Charge: +10%)
-*****'''''Push the envelope''''' '''(T)''' - It's a solid tool... It can take it... (Repair Quality: +25%, Item stress: +20%)+******''Level 3'' - '''''Push the envelope II''''' (T) - It's a solid tool... It can take it... (Repair Quality: +50%, Item stress: +10%)
-****'''Level 4'''+******''Level 4'' - '''''By the book II''''' (T) - Just follow the repair manual, and everything should be dandy... (Repair Quality: +50%, Inspiration drop: -10%)
-*****'''''By the book''''' '''(T)''' - Just follow the repair manual, and everything should be dandy... (Repair Quality: +25%, Inspiration drop: -20%)+******''Level 5'' - '''''Use it all II''''' (T) - No, this is not a redundant screw... it goes... there! (Repair Quality: +50%, Salvage: -10%)
-****'''Level 5'''+***'''[[Repair Technician]]''' [Diff:2] - Gives various trade-offs on inspiration
-*****'''''Use it all''''' '''(T)''' - No, this is not a redundant screw... it goes... there! (Repair Quality: +25%, Salvage: -20%)+****''Level 1'' - '''''Experimental''''' (T) - Hmmm, I could maybe try this instead? (Cooldown: +25%, Inspiration Drop: +25%)
-*****'''''Critical Quality''''' [Diff:3] - Gives various trade-offs on repair quality+****''Level 2'' - '''''Lets try this instead''''' (T) - It just might work... (Repair Quality: -20%, Inspiration Drop: +25%)
-******'''Level 1'''+****''Level 3'' - '''''Experimental application''''' (T) - Description missing (Item Charge: +25%, Inspiration Drop: +25%)
-*******'''''Precise II''''' '''(T)''' - This has to be done just right (Cooldown: +10%, Repair Quality: +50%)+****''Level 4'' - '''''Will it hold?''''' (T) - 'Missing' (Item stress: +20%, Inspiration Drop: +25%)
-******'''Level 2'''+****''Level 5'' - '''''So *that's* what its for...''''' (T) - Description missing (Inspiration Drop: +25%, Salvage -20%)
-*******'''''The extra bit II''''' '''(T)''' - If I apply a little extra here, it should hold better.... (Repair Quality: +50%, Item Charge: +10%)+*****'''[[Master Technician]]''' [Diff:3] - Gives various tradeoffs on cooldown
-***'''''Repair Technician''''' [Diff:2] - Gives various trade-offs on inspiration+******''Level 1'' - '''''Experimental II''''' (T) - Hmmm, I could maybe try this instead? (Cooldown: +10%, Inspiration Drop: +50%)
-****'''Level 1'''+******''Level 2'' - '''''Lets try this instead II''''' (T) - Description missing (Repair Quality: -10%, Inspiration Drop: +50%)
-*****'''''Experimental''''' '''(T)''' - Hmmm, I could maybe try this instead? (Cooldown: +25%, Inspiration Drop: +25%)+******''Level 3'' - '''''Experimental application II''''' (T) - Description missing (Item Charge: +10%, Inspiration Drop: +50%)
-****'''Level 2'''+******''Level 4'' - '''''Will it hold? II''''' (T) - 'Missing' (Item stress: +10%, Inspiration Drop: +50%)
-*****'''''Lets try this instead''''' '''(T)''' - It just might work... (Repair Quality: -20%, Inspiration Drop: +25%)+******''Level 5'' - '''''So *that's* what its for... II''''' (T) - Description missing (Inspiration Drop: +50%, Salvage -10%)
-****'''Level 3'''+***'''[[Resource Saving]]''' [Diff:2] - Gives various trade-offs on resource usage
-*****'''''Experimental Application''''' '''(T)''' - Description missing (Item Charge: +25%, Inspiration Drop: +25%)+****''Level 1'' - '''''Use it well''''' (T) - Make every bit of charge count (Cooldown: +25%, Item Charge: -25%)
-****'''Level 4'''+****''Level 2'' - '''''Power save mode''''' (T) - Remember: short controlled bursts... (Repair quality: -20%, Item Charge: -25%)
-*****'''''Will it hold?''''' '''(T)''' - 'Missing' (Item stress: +20%, Inspiration Drop: +25%)+****''Level 3'' - '''''Quick and tricky''''' (T) - Description missing (Item Charge: -25%, Item Stress +20%)
-****'''Level 5'''+****''Level 4'' - '''''Minimalist approach''''' (T) - Description missing (Item Charge: -25%, Inspiration drop: -20%)
-*****'''''So *that's* what its for...''''' '''(T)''' - Description missing (Inspiration Drop: +25%, Salvage -20%)+****''Level 5'' - '''''Use what's there''''' (T) - Description missing (Item Charge: -25%, Salvage: -20%)
-*****'''''Master Technician''''' [Diff:3] - Gives various tradeoffs on cooldown+*****'''[[Resource Efficiency]]''' [Diff:3] - Gives various trade-offs on resource usage
-***'''''Resource Saving''''' [Diff:2] - Gives various trade-offs on resource usage+******''Level 1'' - '''''Use it well II''''' (T) - Make every bit of charge count (Cooldown: +10%, Item Charge: -50%)
-****'''Level 1'''+******''Level 2'' - '''''Power save mode II''''' (T) - Description missing (Repair quality: -10%, Item Charge: -50%)
-*****'''''Use it Well''''' '''(T)''' - Make every bit of charge count (Cooldown: +25%, Item Charge: -25%)+******''Level 3'' - '''''Quick and tricky II''''' (T) - Description missing (Item Charge: -50%, Item Stress +10%)
-****'''Level 2'''+******''Level 4'' - '''''Minimalist approach II''''' (T) - Description missing (Item Charge: -50%, Inspiration drop: -10%)
-*****'''''Power save mode''''' '''(T)''' - Remember: short controlled bursts... (Repair quality: -20%, Item Charge: -25%)+******''Level 5'' - '''''Use what's there II''''' (T) - Description missing (Item Charge: -50%, Salvage: -10%)
-****'''Level 3'''+***'''[[Scrounging]]''' [Diff:2] - Gives various tradeoffs on recycling
-*****'''''Quick and tricky''''' '''(T)''' - Description missing (Item Charge: -25%, Item Stress +20%)+****''Level 1'' - '''''Reduntant component''''' (T) - That extra screw shouldn't go to waste (Cooldown: +25%, Salvage: +25%)
-****'''Level 4'''+****''Level 2'' - '''''Extra Component''''' (T) - That extra screw shouldn't go to waste (Cooldown: +20%, Salvage: +25%)
-*****'''''Minimalist approach''''' '''(T)''' - Description missing (Item Charge: -25%, Inspiration drop: -20%)+****''Level 3'' - '''''Improvised component''''' (T) - Description missing (Item Charge: +25%, Salvage: +25%)
-****'''Level 5'''+****''Level 4'' - '''''Pry it out''''' (T) - Description missing (Item Stress: +20%, Salvage: +25%)
-*****'''''Use what's there''''' '''(T)''' - Description missing (Item Charge: -25%, Salvage: -20%)+****''Level 5'' - '''''Wonder what it's for''''' (T) - Description missing (Inspiration drop: -20%, Salvage: +25%)
-*****'''''Resource Efficiency''''' [Diff:3] - +*****'''[[Salvage Expert]]''' [Diff:3] - Gives various tradeoffs on recycling
-***'''''Scrounging''''' [Diff:2] - Gives various tradeoffs on recycling+******''Level 1'' - '''''Extra component II''''' (T) - That extra screw shouldn't go to waste (Cooldown: +10%, Salvage: +50%)
-****'''Level 1'''+******''Level 2'' - '''''Reduntant component II''''' (T) - Description missing (Repair quality: -10%, Salvage: +50%)
-*****'''''Reduntant component''''' '''(T)''' - That extra screw shouldn't go to waste (Cooldown: +25%, Salvage: +25%)+******''Level 3'' - '''''Improvised component II''''' (T) - Description missing (Item Charge: +10%, Salvage: +50%)
-****'''Level 2'''+******''Level 4'' - '''''Pry it out II''''' (T) - Improves salvage chance at the expense of item stress (Item Stress: +10%, Salvage: +50%)
-*****'''''Extra Component''''' '''(T)''' - That extra screw shouldn't go to waste (Cooldown: +20%, Salvage: +25%)+******''Level 5'' - '''''Wonder what it's for II''''' (T) - Description missing (Inspiration drop: -10%, Salvage: +50%)
-****'''Level 3'''+***'''[[Tool Handling]]''' [Diff:2] - Gives various trade-offs on tool stress
-*****'''''Improvised component''''' '''(T)''' - Description missing (Item Charge: +25%, Salvage: +25%)+****''Level 1'' - '''''Careful''''' (T) - Slow and steady wins the race (Cooldown: +25%, Item Stress: -25%)
-****'''Level 4'''+****''Level 2'' - '''''Save the tool''''' (T) - Don't know when I can get my hands on a replacement. Better be careful (Repair Quality: -20%, Item Stress: -25%)
-*****'''''Pry it out''''' '''(T)''' - Description missing (Item Stress: +20%, Salvage: +25%)+****''Level 3'' - '''''Careful application''''' (T) - Description missing (Item Charge: +25%, Item Stress -25%)
-****'''Level 5'''+****''Level 4'' - '''''Take no chances''''' (T) - Description missing (Item Stress -25%, Inspiration drop: -20%)
-*****'''''Wonder what it's for''''' '''(T)''' - Description missing (Inspiration drop: -20%, Salvage: +25%)+****''Level 5'' - '''''Better leave it there''''' (T) - Description missing (Item Stress -25%, Salvage: -20%)
-*****'''''Salvage Expert''''' [Diff:3] - Gives various tradeoffs on recycling+*****'''[[Master Tool Handling]]''' [Diff:3] - Gives various trade-offs on tool stress
-******'''Level 1'''+******''Level 1'' - '''''Careful II''''' (T) - Slow and steady wins the race (Cooldown: +10%, Item Stress: -50%)
-*******'''''Extra Component II''''' '''(T)''' - That extra screw shouldn't go to waste (Cooldown: +10%, Salvage: +50%)+******''Level 2'' - '''''Save the tool II''''' (T) - Description missing (Repair Quality: -10%, Item Stress: -50%)
-******'''Level 2'''+******''Level 3'' - '''''Careful application II''''' (T) - Description missing (Item Charge: +10%, Item Stress -50%)
-*******'''''Reduntant component II''''' '''(T)''' - Description missing (Repair quality: -10%, Salvage: +50%)+******''Level 4'' - '''''Take no chances II''''' (T) - Description missing (Item Stress -50%, Inspiration drop: -10%)
-******'''Level 3'''+******''Level 5'' - '''''Better leave it there II''''' (T) - Description missing (Item Stress -50%, Salvage: -10%)
-*******'''''Improvised component II''''' '''(T)''' - Description missing (Item Charge: +10%, Salvage: +50%)+ 
-***'''''Tool Handling''''' [Diff:2] - Gives various trade-offs on tool stress+
-****'''Level 1'''+
-*****'''''Careful''''' '''(T)''' - Slow and steady wins the race (Cooldown: +25%, Item Stress: -25%)+
-****'''Level 2'''+
-*****'''''Save the tool''''' '''(T)''' - Don't know when I can get my hands on a replacement. Better be careful (Repair Quality: -20%, Item Stress: -25%)+
-****'''Level 3'''+
-*****'''''Careful Application''''' '''(T)''' - Description missing (Item Charge: +25%, Item Stress -25%)+
-****'''Level 4'''+
-*****'''''Take no chances''''' '''(T)''' - Description missing (Item Stress -25%, Inspiration drop: -20%)+
-****'''Level 5'''+
-*****'''''Better leave it there''''' '''(T)''' - Description missing (Item Stress -25%, Salvage: -20%)+
-*****'''''Master Tool Handling''''' [Diff:3] - Gives various trade-offs on tool stress+
-******'''Level 1'''+
-*******'''''Careful II''''' '''(T)''' - Slow and steady wins the race (Cooldown: +10%, Item Stress: -50%)+
-******'''Level 2'''+
-*******'''''Save the tool II''''' '''(T)''' - Description missing (Repair Quality: -10%, Item Stress: -50%)+
-******'''Level 3'''+
-*******'''''Careful Application II''''' '''(T)''' - Description missing (Item Charge: +10%, Item Stress -50%)+
-**'''Level 5'''+
---- ----
===Production=== ===Production===
-*'''''Production''''' [Diff:1] - Allows use of micro factories+*'''[[Production (skill)|Production]]''' [Diff:1] - Allows use of micro factories
-**'''Level 1'''+**''Level 1''
-***'''''Tool Manufacture''''' [Diff:2] - Allows production of repair tools+***'''[[Tool Manufacture]]''' [Diff:2] - Allows production of repair tools, level ([[Tool Manufacture 1|1]], [[Tool Manufacture 2|2]], [[Tool Manufacture 3|3]], [[Tool Manufacture 4|4]], [[Tool Manufacture 5|5]])
-**'''Level 2'''+**''Level 2''
-***'''''Chemical Manufacture''''' [Diff:2] - Allows production of basic chemicals+***'''[[Chemical Manufacture (skill)|Chemical Manufacture]]''' [Diff:2] - Allows production of basic chemicals
-****'''Level 5'''+****''Level 5''
-*****'''''Advanced Chemical Manufacture''''' [Diff:3] - Allows production of basic chemicals+*****'''[[Advanced Chemical Manufacture]]''' [Diff:3] - Allows production of advanced chemicals
-***'''''Mechanical Manufacture''''' [Diff:2] - Allows production of mechanical blueprints+***'''[[Mechanical Manufacture (skill)|Mechanical Manufacture]]''' [Diff:2] - Allows production of mechanical blueprints
-****'''Level 5'''+****''Level 5''
-*****'''''Advanced Mechanical Manufacture''''' [Diff:3] - Allows production of advanced mechanical blueprints+*****'''[[Advanced Mechanical Manufacture]]''' [Diff:3] - Allows production of advanced mechanical blueprints
-**'''Level 3'''+***'''[[Medications]]''' [Diff:2] - Allows production of basic medications
-***'''''Biotech Manufacture''''' [Diff:2] - Allows production of biotech blueprints+****''Level 5''
-****'''Level 5'''+*****'''[[Anestethics]]''' [Diff:4]
-*****'''''Advanced Biotech Manufacture''''' [Diff:3] - Allows production of advanced biotech blueprints+*****'''[[Stimulants]]''' [Diff:4]
-***'''''Clothing and Safety Gear Manufacture''''' [Diff:2] - Allows production of clothing and safety gear manufacture+*****'''[[Trauma Care]]''' [Diff:4]
-***'''''Electronic Manufacture''''' [Diff:2] - Allows production of electronic blueprints+**''Level 3''
-****'''Level 5'''+***'''[[Bio Tech Manufacture]]''' [Diff:2] - Allows production of biotech blueprints
-*****'''''Advanced Electronic Manufacture''''' [Diff:3] - Allows production of advanced electronic blueprints+****''Level 5''
-**'''Level 4'''+*****'''[[Advanced Biotech Manufacture]]''' [Diff:3] - Allows production of advanced biotech blueprints
-**'''Level 5'''+***'''[[Clothing and Safety Gear Manufacture]]''' [Diff:2] - Allows production of clothing and safety gear manufacture
-***'''''Machine Tool Manufacture''''' [Diff:2] - Allows production of machine tools+***'''[[Electronic Manufacture (skill)|Electronic Manufacture]]''' [Diff:2] - Allows production of electronic blueprints
 +****''Level 5''
 +*****'''[[Advanced Electronic Manufacture]]''' [Diff:3] - Allows production of advanced electronic blueprints
 +**''Level 4''
 +***'''[[Medical Items]]''' [Diff:4] - Allows production of medical items
 +**''Level 5''
 +***'''[[Machine Tool Manufacture]]''' [Diff:2] - Allows production of machine tools
---- ----
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===Administration=== ===Administration===
-*'''''Administration''''' [Diff:2] - Allows Machine Administration+*'''[[Administration (skill)|Administration]]''' [Diff:2] - Allows Machine Administration
-**'''Level 1'''+**''Level 2''
-**'''Level 2'''+***'''[[Containment Tech]]''' [Diff:3] - Allows Containment Tech
-***'''''Containment Tech''''' [Diff:3] - Allows Containment Tech+**''Level 3''
-**'''Level 3'''+***'''[[Factory Administration]]''' [Diff: 3] - Allows Administration of Factories
-***'''''Factory Administration''''' [Diff: 3] - Allows Administration of Factories+****''Level 1''
-****'''Level 1'''+*****'''[[Shaping Tech]]''' [Diff:4] - Allows Shaping Tech
-*****'''''Shaping Tech''''' [Diff:4] - Allows Shaping Tech+****''Level 2''
-****'''Level 2'''+*****'''[[Chemistry Tech]]''' [Diff:4] - Allows Chemistry Tech
-*****'''''Chemistry Tech''''' [Diff:4] - Allows Chemistry Tech+*****'''[[Mechanic Tech]]''' [Diff:4] - Allows Mechanics Tech
-*****'''''Mechanic Tech''''' [Diff:4] - Allows Mechanics Tech+****''Level 3''
-****'''Level 3'''+*****'''[[Biotech]]''' [Diff:4] - Allows Bio tech
-*****'''''Biotech''''' [Diff:4]+*****'''[[Electronics Tech]]''' [Diff:4] - Allows Electronics tech
-*****'''''Electronics Tech''''' [Diff:4]+**''Level 4''
-**'''Level 4'''+***'''[[Proofing Tech]]''' [Diff:3] - Allows Proofing Tech
-***'''''Proofing Tech''''' [Diff:3] - Allows Proofing Tech+ 
-**'''Level 5'''+
---- ----
===Research=== ===Research===
-*'''''Basic Science''''' [Diff:1] - Using basic scientific tools+*'''[[Basic Science]]''' [Diff:1] - Using basic scientific tools
-**'''Level 1'''+**''Level 1''
-***'''''Mathematics''''' [Diff:2] - Theoretical Mathematics+***'''[[First Aid]]''' [Diff:2] - Allows the use of basic medical items
-**'''Level 2'''+****''Level 5''
-***'''''Biology''''' [Diff:2] - Perform Biological Experiments+*****'''[[Surgery]]''' [Diff:4] - Allows the use of advanced medical items
-**'''Level 3'''+***'''[[Mathematics]]''' [Diff:2] - Theoretical Mathematics
-***'''''Medicine''''' [Diff:2] - The Science of curing ailments+**''Level 2''
-**'''Level 4'''+***'''[[Biology]]''' [Diff:2] - Perform Biological Experiments
-***'''''Physics''''' [Diff:2] - Science of natural laws+**''Level 3''
-**'''Level 5'''+***'''[[Medicine]]''' [Diff:2] - The Science of curing ailments
 +**''Level 4''
 +***'''[[Physics]]''' [Diff:2] - Science of natural laws
 + 
 +----
==Training Skills== ==Training Skills==
-Skills in Seed are trained over time, although they may also be boosted by the use of [[Inspirations]]. Training time (in seconds) is calcuated according the following formula:+Skills in Seed are trained over time, although they may also be boosted by the use of [[Inspirations]]. Training time (in seconds) is calculated according the following formula:
- '''Training Time = ( 2 ^ Level ) * 300 * ( Diff ^3 )'''+ '''Training Time = ( 2 ^ Level ) * 750 * ( Diff ^3 )'''
So for instance, to train Administration Level 2 (Diff: 2) it will take: So for instance, to train Administration Level 2 (Diff: 2) it will take:
- '''( 2^[Level 2] ) * 300 * ( [Diff 2]^3 ) = 9600 seconds = 160 minutes''' ''(2h40m)''+ '''( 2^[Level 2] ) * 750 * ( [Diff 2]^3 ) = 24000 seconds = 400 minutes''' ''(6h40m)''
To train Containment Tech Level 4 (Diff: 3) it will take: To train Containment Tech Level 4 (Diff: 3) it will take:
- '''( 2^[Level 4] ) * 300 * ( [Diff 3]^3 ) = 129600 seconds = 2160 minutes''' ''(72h)''+ '''( 2^[Level 4] ) * 750 * ( [Diff 3]^3 ) = 324000 seconds = 5400 minutes''' ''(90h)''
===Shortcut Formula=== ===Shortcut Formula===
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In order to keep the arithmetic a bit easier to calculate, the formula can be simplified to: In order to keep the arithmetic a bit easier to calculate, the formula can be simplified to:
- '''Training Time (in minutes) = 10 x ( 2 ^ (current level) ) x (difficulty ^ 3)'''+ '''Training Time (in minutes) = 25 x ( 2 ^ (current level) ) x (difficulty ^ 3)'''
-''Note that the above times have been shortened for beta. It has not yet been determined what the times will be for the official game, however, the expectation is that it will double at least.''+''Note that the above times are retail times and changed since beta. It has been changed with a factor of 2.5 since beta.''
====Training Times==== ====Training Times====
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To simplify this for those who would rather not calculate it, here are the times it take to train a skill both shown as the time to train from one level to the other (the top number), and the cumulative time to train from the beginning, or level 0 (the bottom number, in italics). In the following, "m" means minutes, "h" means hours, and "d" means days. To simplify this for those who would rather not calculate it, here are the times it take to train a skill both shown as the time to train from one level to the other (the top number), and the cumulative time to train from the beginning, or level 0 (the bottom number, in italics). In the following, "m" means minutes, "h" means hours, and "d" means days.
-The table lists up to difficulty 4 skills, which are the highest ones seen so far in the beta.+The table lists up to difficulty 4 skills, which are the highest ones seen so far.
{|border=1 cellspacing=0 cellpadding=5 {|border=1 cellspacing=0 cellpadding=5
Line 218: Line 216:
|- align=center |- align=center
| 1 | 1
-| 10m<br>''10m''+| 25m<br>''25m''
-| 20m<br>''30m''+| 50m<br>''1.25h''
-| 40m<br>''70m''+| 1.67h<br>''175m''
-| 80m<br>''2.5h''+| 3.33h<br>''6.25h''
-| 2.67h<br>''5.17h''+| 6.67h<br>''12.9h''
|- align=center |- align=center
| 2 | 2
-| 80m<br>''80m''+| 3.33h<br>''3.33h''
-| 2.67h<br>''4h''+| 6.67h<br>''10h''
-| 5.33h<br>''9.33h''+| 13.33h<br>''23.33h''
-| 10.67h<br>''20h''+| 1.11d<br>''2.08d''
-| 21.33h<br>''1.7d''+| 2.22d<br>''4.30d''
|- align=center |- align=center
| 3 | 3
-| 4.5h<br>''4.5h''+| 11.25h<br>''11.25h''
-| 9h<br>''13.5h''+| 22.50h<br>''1.4d''
-| 18h<br>''1.3d''+| 1.785d<br>''3.28d''
-| 1.5d<br>''2.8d''+| 3.75d<br>''7.03d''
-| 3d<br>''5.8d''+| 7.5d<br>''14.53d''
|- align=center |- align=center
| 4 | 4
-| 10.67h<br>''10.67h''+| 1.11d<br>''1.11d''
-| 21.33h<br>''1.3d''+| 2.22d<br>''3.33d''
-| 1.8d<br>''3.1d''+| 4.44d<br>''7.77d''
-| 3.6d<br>''6.7d''+| 8.88d<br>''16.65d''
-| 7.1d<br>''13.8d''+| 17.76d<br>''34.41d''
|} |}

Current revision

Contents

Skill Trees

See also Skills for a detailed explanation of Skills and Abilities

There are currently four skills lines - Repair, Production, Administration, and Research.

Skills that are not available until another skill is trained to a specific level are shown indented under that level of the required skill.

Abilities are shown next to the level of the skill where they become available. Abilities do not have levels, and thus are not trained.

Tradeoff abilities are marked with (T). A tradeoff ability needs to be made active before its effects apply.

An alphabetic list of skills is available.


Repair

  • Basic Repair [Diff:1] - Repairing Advanced Machinery
    • Level 2 (Basic Repair)
      • Jury Rigging [Diff:2] - Gives various tradeoffs on cooldown
        • Level 1 - Quick'n'dirty (T) - Just get it done fast (Cooldown: -25%, Repair Quality: -20%)
        • Level 2 - Haste'n'waste (T) - So what if I use a bit extra materials (Cooldown: -25%, Item Charge: +25%)
        • Level 3 - Cut corners (T) - Noone will ever notice... (Cooldown -25%, Item Stress: +20%)
        • Level 4 - Routine (T) - Done one, you've done them all.. (Cooldown -25%, Inspiration Drop: -20%)
        • Level 5 - Missed opportunity (T) - Description missing (Cooldown -25%, Salvage -20%)
          • Emergency Repair [Diff:3] - Gives various tradeoffs on cooldown
            • Level 1 - Quick'n'dirty II (T) Just get it done fast (Cooldown: -50%, Repair Quality: -10%)
            • Level 2 - Haste'n'waste II (T) - So what if I use a bit extra materials (Cooldown: -50%, Item Charge: +10%)
            • Level 3 - Cut corners II (T) - Noone will ever notice... (Cooldown -50%, Item Stress: +10%)
            • Level 4 - Routine II (T) - Done one, you've done them all.. (Cooldown -50%, Inspiration Drop: -10%)
            • Level 5 - Missed opportunity II (T) - Description missing (Cooldown -50%, Salvage: -10%)
    • Level 3 (Basic Repair)
      • Electrician [Diff:2] - +5% bonus per level when repairing Electrical Damage
      • Electronics [Diff:2] - +5% bonus per level when repairing Electronic Damage
      • Engineering [Diff:2] - +5% bonus per level when repairing Structural Damage
      • Hazmat [Diff:2] - +5% bonus per level when repairing Contamination Damage
        • Level 5
          • Advanced Hazmat [Diff:3] - +5% bonus per level when repairing Contamination Damage
      • Mechanic [Diff:2] - +5% bonus per level when repairing Mechanical Damage
        • Level 5
    • Level 4 (Basic Repair)
      • Quality Assurance [Diff:2] - Gives various trade-offs on repair quality
        • Level 1 - Precise (T) - This has to be done just right (Cooldown: +25%, Repair Quality: +25%)
        • Level 2 - The extra bit (T) - If I apply a little extra here, it should hold better.... (Repair Quality: +25%, Item Charge: +25%)
        • Level 3 - Push the envelope (T) - It's a solid tool... It can take it... (Repair Quality: +25%, Item stress: +20%)
        • Level 4 - By the book (T) - Just follow the repair manual, and everything should be dandy... (Repair Quality: +25%, Inspiration drop: -20%)
        • Level 5 - Use it all (T) - No, this is not a redundant screw... it goes... there! (Repair Quality: +25%, Salvage: -20%)
          • Critical Quality [Diff:3] - Gives various trade-offs on repair quality
            • Level 1 - Precise II (T) - This has to be done just right (Cooldown: +10%, Repair Quality: +50%)
            • Level 2 - The extra bit II (T) - If I apply a little extra here, it should hold better.... (Repair Quality: +50%, Item Charge: +10%)
            • Level 3 - Push the envelope II (T) - It's a solid tool... It can take it... (Repair Quality: +50%, Item stress: +10%)
            • Level 4 - By the book II (T) - Just follow the repair manual, and everything should be dandy... (Repair Quality: +50%, Inspiration drop: -10%)
            • Level 5 - Use it all II (T) - No, this is not a redundant screw... it goes... there! (Repair Quality: +50%, Salvage: -10%)
      • Repair Technician [Diff:2] - Gives various trade-offs on inspiration
        • Level 1 - Experimental (T) - Hmmm, I could maybe try this instead? (Cooldown: +25%, Inspiration Drop: +25%)
        • Level 2 - Lets try this instead (T) - It just might work... (Repair Quality: -20%, Inspiration Drop: +25%)
        • Level 3 - Experimental application (T) - Description missing (Item Charge: +25%, Inspiration Drop: +25%)
        • Level 4 - Will it hold? (T) - 'Missing' (Item stress: +20%, Inspiration Drop: +25%)
        • Level 5 - So *that's* what its for... (T) - Description missing (Inspiration Drop: +25%, Salvage -20%)
          • Master Technician [Diff:3] - Gives various tradeoffs on cooldown
            • Level 1 - Experimental II (T) - Hmmm, I could maybe try this instead? (Cooldown: +10%, Inspiration Drop: +50%)
            • Level 2 - Lets try this instead II (T) - Description missing (Repair Quality: -10%, Inspiration Drop: +50%)
            • Level 3 - Experimental application II (T) - Description missing (Item Charge: +10%, Inspiration Drop: +50%)
            • Level 4 - Will it hold? II (T) - 'Missing' (Item stress: +10%, Inspiration Drop: +50%)
            • Level 5 - So *that's* what its for... II (T) - Description missing (Inspiration Drop: +50%, Salvage -10%)
      • Resource Saving [Diff:2] - Gives various trade-offs on resource usage
        • Level 1 - Use it well (T) - Make every bit of charge count (Cooldown: +25%, Item Charge: -25%)
        • Level 2 - Power save mode (T) - Remember: short controlled bursts... (Repair quality: -20%, Item Charge: -25%)
        • Level 3 - Quick and tricky (T) - Description missing (Item Charge: -25%, Item Stress +20%)
        • Level 4 - Minimalist approach (T) - Description missing (Item Charge: -25%, Inspiration drop: -20%)
        • Level 5 - Use what's there (T) - Description missing (Item Charge: -25%, Salvage: -20%)
          • Resource Efficiency [Diff:3] - Gives various trade-offs on resource usage
            • Level 1 - Use it well II (T) - Make every bit of charge count (Cooldown: +10%, Item Charge: -50%)
            • Level 2 - Power save mode II (T) - Description missing (Repair quality: -10%, Item Charge: -50%)
            • Level 3 - Quick and tricky II (T) - Description missing (Item Charge: -50%, Item Stress +10%)
            • Level 4 - Minimalist approach II (T) - Description missing (Item Charge: -50%, Inspiration drop: -10%)
            • Level 5 - Use what's there II (T) - Description missing (Item Charge: -50%, Salvage: -10%)
      • Scrounging [Diff:2] - Gives various tradeoffs on recycling
        • Level 1 - Reduntant component (T) - That extra screw shouldn't go to waste (Cooldown: +25%, Salvage: +25%)
        • Level 2 - Extra Component (T) - That extra screw shouldn't go to waste (Cooldown: +20%, Salvage: +25%)
        • Level 3 - Improvised component (T) - Description missing (Item Charge: +25%, Salvage: +25%)
        • Level 4 - Pry it out (T) - Description missing (Item Stress: +20%, Salvage: +25%)
        • Level 5 - Wonder what it's for (T) - Description missing (Inspiration drop: -20%, Salvage: +25%)
          • Salvage Expert [Diff:3] - Gives various tradeoffs on recycling
            • Level 1 - Extra component II (T) - That extra screw shouldn't go to waste (Cooldown: +10%, Salvage: +50%)
            • Level 2 - Reduntant component II (T) - Description missing (Repair quality: -10%, Salvage: +50%)
            • Level 3 - Improvised component II (T) - Description missing (Item Charge: +10%, Salvage: +50%)
            • Level 4 - Pry it out II (T) - Improves salvage chance at the expense of item stress (Item Stress: +10%, Salvage: +50%)
            • Level 5 - Wonder what it's for II (T) - Description missing (Inspiration drop: -10%, Salvage: +50%)
      • Tool Handling [Diff:2] - Gives various trade-offs on tool stress
        • Level 1 - Careful (T) - Slow and steady wins the race (Cooldown: +25%, Item Stress: -25%)
        • Level 2 - Save the tool (T) - Don't know when I can get my hands on a replacement. Better be careful (Repair Quality: -20%, Item Stress: -25%)
        • Level 3 - Careful application (T) - Description missing (Item Charge: +25%, Item Stress -25%)
        • Level 4 - Take no chances (T) - Description missing (Item Stress -25%, Inspiration drop: -20%)
        • Level 5 - Better leave it there (T) - Description missing (Item Stress -25%, Salvage: -20%)
          • Master Tool Handling [Diff:3] - Gives various trade-offs on tool stress
            • Level 1 - Careful II (T) - Slow and steady wins the race (Cooldown: +10%, Item Stress: -50%)
            • Level 2 - Save the tool II (T) - Description missing (Repair Quality: -10%, Item Stress: -50%)
            • Level 3 - Careful application II (T) - Description missing (Item Charge: +10%, Item Stress -50%)
            • Level 4 - Take no chances II (T) - Description missing (Item Stress -50%, Inspiration drop: -10%)
            • Level 5 - Better leave it there II (T) - Description missing (Item Stress -50%, Salvage: -10%)

Production


Administration


Research

  • Basic Science [Diff:1] - Using basic scientific tools
    • Level 1
      • First Aid [Diff:2] - Allows the use of basic medical items
        • Level 5
          • Surgery [Diff:4] - Allows the use of advanced medical items
      • Mathematics [Diff:2] - Theoretical Mathematics
    • Level 2
      • Biology [Diff:2] - Perform Biological Experiments
    • Level 3
      • Medicine [Diff:2] - The Science of curing ailments
    • Level 4
      • Physics [Diff:2] - Science of natural laws

Training Skills

Skills in Seed are trained over time, although they may also be boosted by the use of Inspirations. Training time (in seconds) is calculated according the following formula:

Training Time = ( 2 ^ Level ) * 750 * ( Diff ^3 )

So for instance, to train Administration Level 2 (Diff: 2) it will take:

( 2^[Level 2] ) * 750 * ( [Diff 2]^3 ) = 24000 seconds = 400 minutes (6h40m)

To train Containment Tech Level 4 (Diff: 3) it will take:

( 2^[Level 4] ) * 750 * ( [Diff 3]^3 ) = 324000 seconds = 5400 minutes (90h)

Shortcut Formula

In order to keep the arithmetic a bit easier to calculate, the formula can be simplified to:

Training Time (in minutes) = 25 x ( 2 ^ (current level) ) x (difficulty ^ 3)

Note that the above times are retail times and changed since beta. It has been changed with a factor of 2.5 since beta.

Training Times

To simplify this for those who would rather not calculate it, here are the times it take to train a skill both shown as the time to train from one level to the other (the top number), and the cumulative time to train from the beginning, or level 0 (the bottom number, in italics). In the following, "m" means minutes, "h" means hours, and "d" means days.

The table lists up to difficulty 4 skills, which are the highest ones seen so far.

Level
Diff 1 2 3 4 5
1 25m
25m
50m
1.25h
1.67h
175m
3.33h
6.25h
6.67h
12.9h
2 3.33h
3.33h
6.67h
10h
13.33h
23.33h
1.11d
2.08d
2.22d
4.30d
3 11.25h
11.25h
22.50h
1.4d
1.785d
3.28d
3.75d
7.03d
7.5d
14.53d
4 1.11d
1.11d
2.22d
3.33d
4.44d
7.77d
8.88d
16.65d
17.76d
34.41d
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