Skill Trees

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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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