Skill Trees
From Seed
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*'''[[Administration (skill)|Administration]]''' [Diff:2] - Allows Machine Administration | *'''[[Administration (skill)|Administration]]''' [Diff:2] - Allows Machine Administration | ||
**''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] - Allows Bio tech |
- | *****'''Electronics Tech''' [Diff:4] - Allows Electronics tech | + | *****'''[[Electronics Tech]]''' [Diff:4] - Allows Electronics tech |
**''Level 4'' | **''Level 4'' | ||
- | ***'''Proofing Tech''' [Diff:3] - Allows Proofing Tech | + | ***'''[[Proofing Tech]]''' [Diff:3] - Allows Proofing Tech |
---- | ---- |
Revision as of 09:40, 12 September 2006
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%)
- Emergency Repair [Diff:3] - Gives various tradeoffs on cooldown
- Jury Rigging [Diff:2] - Gives various tradeoffs on cooldown
- Level 3 (Basic Repair)
- Electrician [Diff:2] - +5% bonus per level when repairing Electrical Damage
- Level 5
- Advanced Electrician [Diff:3] - +5% bonus per level when repairing Electrical Damage
- Level 5
- Electronics [Diff:2] - +5% bonus per level when repairing Electronic Damage
- Level 5
- Advanced Electronics [Diff:3] - +5% bonus per level when repairing Electronic Damage
- Level 5
- Engineering [Diff:2] - +5% bonus per level when repairing Structural Damage
- Level 5
- Advanced Engineering [Diff:3] - +5% bonus per level when repairing Structural Damage
- Level 5
- 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
- Level 5
- Mechanic [Diff:2] - +5% bonus per level when repairing Mechanical Damage
- Level 5
- Advanced Mechanic [Diff:3] - +5% bonus per level when repairing Mechanical Damage
- Level 5
- Electrician [Diff:2] - +5% bonus per level when repairing Electrical Damage
- 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%)
- Critical Quality [Diff:3] - Gives various trade-offs on repair quality
- 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%)
- Master Technician [Diff:3] - Gives various tradeoffs on cooldown
- 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%)
- Resource Efficiency [Diff:3] - Gives various trade-offs on resource usage
- 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%)
- Salvage Expert [Diff:3] - Gives various tradeoffs on recycling
- 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%)
- Master Tool Handling [Diff:3] - Gives various trade-offs on tool stress
- Quality Assurance [Diff:2] - Gives various trade-offs on repair quality
- Level 2 (Basic Repair)
Production
- Production [Diff:1] - Allows use of micro factories
- Level 1
- Level 2
- Chemical Manufacture [Diff:2] - Allows production of basic chemicals
- Level 5
- Advanced Chemical Manufacture [Diff:3] - Allows production of advanced chemicals
- Level 5
- Mechanical Manufacture [Diff:2] - Allows production of mechanical blueprints
- Level 5
- Advanced Mechanical Manufacture [Diff:3] - Allows production of advanced mechanical blueprints
- Level 5
- Medications [Diff:2] - Allows production of basic medications
- Level 5
- Anestethics [Diff:4]
- Stimulants [Diff:4]
- Trauma Care [Diff:4]
- Level 5
- Chemical Manufacture [Diff:2] - Allows production of basic chemicals
- Level 3
- Bio Tech Manufacture [Diff:2] - Allows production of biotech blueprints
- Level 5
- 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
- Electronic Manufacture [Diff:2] - Allows production of electronic blueprints
- Level 5
- Advanced Electronic Manufacture [Diff:3] - Allows production of advanced electronic blueprints
- Level 5
- Bio Tech Manufacture [Diff:2] - Allows production of biotech blueprints
- Level 4
- Medical Items [Diff:4] - Allows production of medical items
- Level 5
- Machine Tool Manufacture [Diff:2] - Allows production of machine tools
Administration
- Administration [Diff:2] - Allows Machine Administration
- Level 2
- Containment Tech [Diff:3] - Allows Containment Tech
- Level 3
- Factory Administration [Diff: 3] - Allows Administration of Factories
- Level 1
- Shaping Tech [Diff:4] - Allows Shaping Tech
- Level 2
- Chemistry Tech [Diff:4] - Allows Chemistry Tech
- Mechanic Tech [Diff:4] - Allows Mechanics Tech
- Level 3
- Biotech [Diff:4] - Allows Bio tech
- Electronics Tech [Diff:4] - Allows Electronics tech
- Level 1
- Factory Administration [Diff: 3] - Allows Administration of Factories
- Level 4
- Proofing Tech [Diff:3] - Allows Proofing Tech
- Level 2
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
- Level 5
- Mathematics [Diff:2] - Theoretical Mathematics
- First Aid [Diff:2] - Allows the use of basic medical items
- 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
- Level 1
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 |