PRIMORDIA // ARCHIVE PLAY
C:\ HELIX_BIOS › ARCHIVE › PROGRESSION › SKILL TREES

HOW SKILLS WORK

  • Any class may buy any skill. A skill's tree colour marks its home class.
  • Home-tree skills cost the listed price; cross-tree skills cost double.
  • Tier gates: Tier 2 unlocks at 6 points in a tree, Tier 3 at 14 points.
  • Every rank grants +1 level and +1 stat point.
  • Refund: 50% of spent points back.
  • Costs scale by tier — T1 5k/10k/20k, T2 10k/20k/40k, T3 20k/40k/80k (R1:R2:R3 = 1:2:4).
Skill effects are bought as ranks; the exact numbers come from the game. Values below reflect the current build and may be tuned.

Mercenary TreeMercenary Tree

SkillTierEffect per rankCost (R1/R2/R3)
Armor Plating
Increases defense.
T11. +5% defense
2. +10% defense
3. +15% defense
5,000 / 10,000 / 20,000
Endurance
Passive HP regeneration increased.
T11. +1 HP/cycle regen
2. +2 HP/cycle regen
3. +3 HP/cycle regen
5,000 / 10,000 / 20,000
Field Survivalist
Passive HP regeneration increased. Carry more gear on trips.
T11. +1 HP/cycle regen, +1 carry slot
2. +2 HP/cycle regen, +2 carry slots
3. +3 HP/cycle regen, +3 carry slots
5,000 / 10,000 / 20,000
Savage Strikes
Increases basic-attack damage.
T11. +5% basic-attack damage
2. +10% basic-attack damage
3. +15% basic-attack damage
5,000 / 10,000 / 20,000
Tactical Retreat
Fleeing combat fails less often. Rank 3: flee always works.
T11. flee fails -10%
2. flee fails -20%
3. flee always works
5,000 / 10,000 / 20,000
Veteran's Bulwark
Increases maximum health.
T11. +20 max HP
2. +45 max HP
3. +75 max HP
5,000 / 10,000 / 20,000
Weapon Training
Increases damage dealt with weapons.
T11. +5% weapon damage
2. +10% weapon damage
3. +15% weapon damage
5,000 / 10,000 / 20,000
Battle Hardened
Status effects? wear off faster. (verify mechanic)
T21. -10% status effect? duration on self
2. -20% status effect duration on self
3. -30% status effect duration on self
10,000 / 20,000 / 40,000
Brutal Finish
Deal more damage to weakened enemies.
T21. +10% damage vs targets below 50% HP
2. +20% damage vs targets below 50% HP
3. +30% damage vs targets below 50% HP
10,000 / 20,000 / 40,000
Dual Wield
Your off-hand weapon sometimes contributes its damage to attacks.
T21. 25% per attack: off-hand adds 40% of its damage
2. 35% per attack: off-hand adds 50% of its damage
3. 45% per attack: off-hand adds 60% of its damage
10,000 / 20,000 / 40,000
Executioner
Deal more damage to bosses.
T21. +10% damage vs bosses
2. +20% damage vs bosses
3. +30% damage vs bosses
10,000 / 20,000 / 40,000
Lone Wolf
Deal more damage when your own party? is small.
T21. +5% damage when party has 2 or fewer dinos
2. +10% damage when party has 2 or fewer dinos
3. +15% damage when party has 2 or fewer dinos
10,000 / 20,000 / 40,000
Pack Punisher
Deal more damage when the enemy group is large.
T21. +5% damage vs groups of 3+
2. +10% damage vs groups of 3+
3. +15% damage vs groups of 3+
10,000 / 20,000 / 40,000
Relentless
Taking damage fuels your next attacks.
T21. after taking damage: +8% damage for 2 turns
2. after taking damage: +15% damage for 2 turns
3. after taking damage: +25% damage for 2 turns
10,000 / 20,000 / 40,000
Second Wind
Chance to recover health at the start of a turn.
T21. 15% at turn start: heal 10% max HP
2. 25% at turn start: heal 20% max HP
3. 40% at turn start: heal 30% max HP
10,000 / 20,000 / 40,000
Wound Hunter
Deal more damage to already-damaged enemy segments.
T21. +5% damage vs damaged segments
2. +10% damage vs damaged segments
3. +15% damage vs damaged segments
10,000 / 20,000 / 40,000
Berserk
Fight harder while badly wounded.
T31. +15% damage below 30% HP
2. +30% damage below 30% HP
3. +50% damage below 30% HP
20,000 / 40,000 / 80,000
Hasted Orders
Chance to act twice in a turn.
T31. 20% per turn: take a player action AND a party-dino action
2. 35% per turn: take a player action AND a party-dino action
3. 50% per turn: take a player action AND a party-dino action
20,000 / 40,000 / 80,000
Momentum
Kills set up your next strike.
T31. after a kill, next action +10% damage
2. after a kill, next action +20% damage
3. after a kill, next action +30% damage
20,000 / 40,000 / 80,000
War Machine
Basic attacks can splash onto a second enemy.
T31. 15%: basic attack also hits a second enemy (50% damage)
2. 25%: basic attack also hits a second enemy (50% damage)
3. 40%: basic attack also hits a second enemy (50% damage)
20,000 / 40,000 / 80,000

Engineer TreeEngineer Tree

SkillTierEffect per rankCost (R1/R2/R3)
Compound Yield
Extract more from resource nodes? .
T11. +10% resource-node yield
2. +20% resource-node yield
3. +30% resource-node yield
5,000 / 10,000 / 20,000
Efficient Blueprints?
Craft for less.
T11. -5% craft resource cost (round up)
2. -10% craft resource cost (round up)
3. -15% craft resource cost (round up)
5,000 / 10,000 / 20,000
Fast Hands
Crafting materials go further.
T11. -10% crafting cost
2. -20% crafting cost
3. -30% crafting cost
5,000 / 10,000 / 20,000
Field Mechanic
Consumables work better in your hands.
T11. consumables +10% effect
2. consumables +20% effect
3. consumables +30% effect
5,000 / 10,000 / 20,000
Material Science
Carry more gear on trips.
T11. +2 carry slots
2. +4 carry slots
3. +6 carry slots
5,000 / 10,000 / 20,000
Salvager
Recover more from overflow salvage.
T11. +10% resources? from overflow salvage
2. +20% resources from overflow salvage
3. +30% resources from overflow salvage
5,000 / 10,000 / 20,000
Blueprint Intuition
Blueprint drops roll twice — keep the better.
T21. reroll blueprint drops (crates? , bosses, scavenge): roll twice, take better10,000 / 20,000 / 40,000
Chemist
Medkits and healing crafts go further.
T21. medkits/healing crafts 10% cheaper OR stronger
2. medkits/healing crafts 20% cheaper OR stronger
3. medkits/healing crafts 30% cheaper OR stronger
10,000 / 20,000 / 40,000
Circuit Routing
Rearing timers run faster.
T21. -10% hatchery? /nursery? /breeding? timers
2. -20% hatchery/nursery/breeding timers
3. -30% hatchery/nursery/breeding timers
10,000 / 20,000 / 40,000
Demolitionist
Explosives and thrown items hit harder. (verify items)
T21. +10% damage with explosive/thrown items
2. +20% damage with explosive/thrown items
3. +30% damage with explosive/thrown items
10,000 / 20,000 / 40,000
Overclocked Workshop
Workshop machines? run faster.
T21. -10% workshop job time
2. -20% workshop job time
3. -30% workshop job time
10,000 / 20,000 / 40,000
Quick Assembly
Buildings? go up faster.
T21. -10% building build time
2. -20% building build time
3. -30% building build time
10,000 / 20,000 / 40,000
Scrap Magnet
Chance to pull an extra stack while harvesting.
T21. 10%: harvest yields one extra stack
2. 20%: harvest yields one extra stack
3. 30%: harvest yields one extra stack
10,000 / 20,000 / 40,000
Structural Integrity
Building upgrades cost less.
T21. -10% building upgrade cost
2. -20% building upgrade cost
3. -30% building upgrade cost
10,000 / 20,000 / 40,000
Auto-Forge
Workshop machines chain recipes.
T31. workshop machines auto-start the next queued recipe20,000 / 40,000 / 80,000
Automated Harvest
Your farmhouse gathers on its own.
T31. Farmhouse produces 1 random crop unit per hour (24h backlog cap)
2. Farmhouse produces 2 random crop units per hour (24h backlog cap)
3. Farmhouse produces 3 random crop units per hour (24h backlog cap)
20,000 / 40,000 / 80,000
Logic Gate
Chance for a craft to cost nothing.
T31. 5%: craft consumes no materials
2. 10%: craft consumes no materials
3. 15%: craft consumes no materials
20,000 / 40,000 / 80,000
Medbay Recyclers
Excess medbay healing becomes medkits.
T31. 15%: medkit consumables are recycled after use
2. 30%: medkit consumables are recycled after use
3. 45%: medkit consumables are recycled after use
20,000 / 40,000 / 80,000
Prototype Lab
Unlocks exclusive Engineer crafts.
T31. unlocks exclusive Engineer crafts (advanced ammo / repair kit)20,000 / 40,000 / 80,000
Quantum Assembler
Crafted gear can roll a bonus stat.
T31. 10%: crafted gear rolls one bonus stat
2. 20%: crafted gear rolls one bonus stat
3. 30%: crafted gear rolls one bonus stat
20,000 / 40,000 / 80,000

Archeologist TreeArcheologist Tree

SkillTierEffect per rankCost (R1/R2/R3)
Careful Packing
Lose less loot when forced to retreat.
T11. -10% loot loss on forced retreat
2. -20% loot loss on forced retreat
3. -30% loot loss on forced retreat
5,000 / 10,000 / 20,000
Deep Pockets
Carry more gear on trips.
T11. +2 carry slots
2. +4 carry slots
3. +6 carry slots
5,000 / 10,000 / 20,000
Dig Site Foreman
Harvest more from locations? .
T11. +10% location harvest yield
2. +20% location harvest yield
3. +30% location harvest yield
5,000 / 10,000 / 20,000
Expedition? Leader
Leading an expedition boosts everyone's XP.
T11. while leading an expedition, all members +5% XP from kills
2. while leading an expedition, all members +10% XP from kills
3. while leading an expedition, all members +15% XP from kills
5,000 / 10,000 / 20,000
Field Researcher
Gain more XP from kills.
T11. +5% XP from kills
2. +10% XP from kills
3. +15% XP from kills
5,000 / 10,000 / 20,000
Quick Study
First-time lore reads grant bonus Lore Points? .
T11. +1 extra Lore Point on first reads
2. +2 extra Lore Points on first reads
3. +3 extra Lore Points on first reads
5,000 / 10,000 / 20,000
Surveyor
Location previews show exact live counts.
T11. location preview: exact node counts
2. location preview: exact node + item counts
3. location preview: exact node + item + crate counts
5,000 / 10,000 / 20,000
Accelerated Study
Research projects? finish faster.
T21. research projects complete -10% faster
2. research projects complete -20% faster
3. research projects complete -30% faster
10,000 / 20,000 / 40,000
Ancient Scavenging
Find more in dungeon? containers.
T21. +10% dungeon container loot quantity
2. +20% dungeon container loot quantity
3. +30% dungeon container loot quantity
10,000 / 20,000 / 40,000
Cartographer
See farther in dungeons? .
T21. +1 cell dungeon reveal radius
2. +2 cells dungeon reveal radius
3. +3 cells dungeon reveal radius
10,000 / 20,000 / 40,000
Historian's Insight
Familiarity? with species? grows faster. (verify familiarity.js)
T21. +10% familiarity gain
2. +20% familiarity gain
3. +30% familiarity gain
10,000 / 20,000 / 40,000
Research Grant
Research projects cost less Lore Points.
T21. research projects cost -10% Lore Points
2. research projects cost -20% Lore Points
3. research projects cost -30% Lore Points
10,000 / 20,000 / 40,000
Scholar's Focus
Reading lore and terminals grants XP.
T21. reading lore/terminals grants +10% XP
2. reading lore/terminals grants +20% XP
3. reading lore/terminals grants +30% XP
10,000 / 20,000 / 40,000
Sight Unseen
Chance to spot a hidden container.
T21. 10%: find a hidden container at a location
2. 20%: find a hidden container at a location
3. 30%: find a hidden container at a location
10,000 / 20,000 / 40,000
Trap Sense
Dungeon hazards hurt less. (verify hazards)
T21. -20% dungeon hazard-cell damage
2. -35% dungeon hazard-cell damage
3. -50% dungeon hazard-cell damage
10,000 / 20,000 / 40,000
Archive Access
Unlocks exclusive Archeologist research.
T31. unlocks exclusive Archeologist-only research projects20,000 / 40,000 / 80,000
Careful Extraction
Roll a crate twice and choose the result.
T31. rolls the crate twice, presents BOTH loot sets, the player picks20,000 / 40,000 / 80,000
Emergency Evac
Chance to escape dungeons with everything.
T31. 25%: dungeon retreat loses nothing
2. 50%: dungeon retreat loses nothing
3. 75%: dungeon retreat loses nothing
20,000 / 40,000 / 80,000
Final Archive
Reading a lore entry with a linked secondary always reveals it.
T31. linked secondary entry is always revealed on read20,000
Tomb Diver
Bosses occasionally drop extra exclusive loot.
T31. 10%: boss kills drop one extra exclusive item
2. 20%: boss kills drop one extra exclusive item
3. 30%: boss kills drop one extra exclusive item
20,000 / 40,000 / 80,000

Handler TreeHandler Tree

SkillTierEffect per rankCost (R1/R2/R3)
Calm Presence
Location aggro builds slower. (verify — new mechanic)
T11. location aggro meter fills -10% slower
2. location aggro meter fills -20% slower
3. location aggro meter fills -30% slower
5,000 / 10,000 / 20,000
Egg Whisperer
Eggs incubate faster.
T11. -10% incubation time
2. -20% incubation time
3. -30% incubation time
5,000 / 10,000 / 20,000
Feeding Routine
Breeding takes less time.
T11. -10% breeding time
2. -20% breeding time
3. -30% breeding time
5,000 / 10,000 / 20,000
Herd Instinct
Carry more gear on trips.
T11. +2 carry slots
2. +4 carry slots
3. +6 carry slots
5,000 / 10,000 / 20,000
Nurturer
Dinosaurs mature faster.
T11. -10% maturation time
2. -20% maturation time
3. -30% maturation time
5,000 / 10,000 / 20,000
Veterinarian
Healing your dinosaurs does more.
T11. healing +10% on party dinos
2. healing +20% on party dinos
3. healing +30% on party dinos
5,000 / 10,000 / 20,000
Bonding
Dino stat upgrades cost less XP.
T21. dino stat upgrades cost -10% XP
2. dino stat upgrades cost -20% XP
3. dino stat upgrades cost -30% XP
10,000 / 20,000 / 40,000
Den Mother
Nursery play sessions count double.
T21. 10%: a nursery play session counts as two
2. 20%: a nursery play session counts as two
3. 30%: a nursery play session counts as two
10,000 / 20,000 / 40,000
Fertile Hunt
Egg rolls happen twice — you pick the result.
T21. egg roll happens twice, two cards shown, handler picks (auto-pick single result, none when empty)10,000 / 20,000 / 40,000
Hatchling Vigor
New hatchlings start with a free upgrade.
T21. 20%: newly hatched dino starts with one free stat upgrade
2. 40%: newly hatched dino starts with one free stat upgrade
3. 60%: newly hatched dino starts with one free stat upgrade
10,000 / 20,000 / 40,000
Loyal Companion
Downed party dinos can revive after battle.
T21. 25%: a downed dino revives (30% HP) after battle (once per trip)
2. 50%: a downed dino revives (30% HP) after battle (once per trip)
3. 75%: a downed dino revives (30% HP) after battle (once per trip)
10,000 / 20,000 / 40,000
Pack Instinct
Your pack fights harder when it's large.
T21. party dino damage +5% when party has 3+ dinos
2. party dino damage +10% when party has 3+ dinos
3. party dino damage +15% when party has 3+ dinos
10,000 / 20,000 / 40,000
Scavenger Bond
Dino fights can drop extra dino-derived loot.
T21. 10%: dino fights drop an extra dino-derived loot stack
2. 20%: dino fights drop an extra dino-derived loot stack
3. 30%: dino fights drop an extra dino-derived loot stack
10,000 / 20,000 / 40,000
Species Expertise
Familiarity with species grows faster.
T21. +10% familiarity gain
2. +20% familiarity gain
3. +30% familiarity gain
10,000 / 20,000 / 40,000
Survival Instinct
Your pack fights harder when wounded.
T21. party dino damage +10% below 50% HP
2. party dino damage +20% below 50% HP
3. party dino damage +30% below 50% HP
10,000 / 20,000 / 40,000
Battle Chorus
Dino abilities? can echo through the pack. (verify abilities)
T31. 15%: a dino's active ability? fires again on a random other dino
2. 30%: a dino's active ability fires again on a random other dino
3. 45%: a dino's active ability fires again on a random other dino
20,000 / 40,000 / 80,000
Pack Leader
Ride a party dino and fuse your stats.
T31. R1: unlock the ride (fused stats)
2. R2: ride also brings the dino's active ability
3. R3: ride also brings the dino's trait
20,000 / 40,000 / 80,000
Selective Breeding
Breeding can roll bonus stats.
T31. 10%: breeding egg rolls a bonus stat / mutation? reroll
2. 20%: breeding egg rolls a bonus stat / mutation reroll
3. 30%: breeding egg rolls a bonus stat / mutation reroll
20,000 / 40,000 / 80,000
Territorial
Your pack deals more damage.
T31. party dino damage +10%
2. party dino damage +20%
3. party dino damage +30%
20,000 / 40,000 / 80,000
Unbreakable Bond
A fatal blow can be survived.
T31. 20%: a fatal dino blow is absorbed (survive at 1 HP), once per fight
2. 35%: a fatal dino blow is absorbed (survive at 1 HP), once per fight
3. 50%: a fatal dino blow is absorbed (survive at 1 HP), once per fight
20,000 / 40,000 / 80,000