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 Tree
| Skill | Tier | Effect per rank | Cost (R1/R2/R3) |
|---|---|---|---|
| Armor Plating Increases defense. | T1 | 1. +5% defense 2. +10% defense 3. +15% defense | 5,000 / 10,000 / 20,000 |
| Endurance Passive HP regeneration increased. | T1 | 1. +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. | T1 | 1. +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. | T1 | 1. +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. | T1 | 1. flee fails -10% 2. flee fails -20% 3. flee always works | 5,000 / 10,000 / 20,000 |
| Veteran's Bulwark Increases maximum health. | T1 | 1. +20 max HP 2. +45 max HP 3. +75 max HP | 5,000 / 10,000 / 20,000 |
| Weapon Training Increases damage dealt with weapons. | T1 | 1. +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) | T2 | 1. -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. | T2 | 1. +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. | T2 | 1. 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. | T2 | 1. +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. | T2 | 1. +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. | T2 | 1. +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. | T2 | 1. 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. | T2 | 1. 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. | T2 | 1. +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. | T3 | 1. +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. | T3 | 1. 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. | T3 | 1. 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. | T3 | 1. 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 Tree
| Skill | Tier | Effect per rank | Cost (R1/R2/R3) |
|---|---|---|---|
| Compound Yield Extract more from resource nodes? . | T1 | 1. +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. | T1 | 1. -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. | T1 | 1. -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. | T1 | 1. consumables +10% effect 2. consumables +20% effect 3. consumables +30% effect | 5,000 / 10,000 / 20,000 |
| Material Science Carry more gear on trips. | T1 | 1. +2 carry slots 2. +4 carry slots 3. +6 carry slots | 5,000 / 10,000 / 20,000 |
| Salvager Recover more from overflow salvage. | T1 | 1. +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. | T2 | 1. reroll blueprint drops (crates? , bosses, scavenge): roll twice, take better | 10,000 / 20,000 / 40,000 |
| Chemist Medkits and healing crafts go further. | T2 | 1. 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. | T2 | 1. -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) | T2 | 1. +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. | T2 | 1. -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. | T2 | 1. -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. | T2 | 1. 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. | T2 | 1. -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. | T3 | 1. workshop machines auto-start the next queued recipe | 20,000 / 40,000 / 80,000 |
| Automated Harvest Your farmhouse gathers on its own. | T3 | 1. 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. | T3 | 1. 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. | T3 | 1. 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. | T3 | 1. unlocks exclusive Engineer crafts (advanced ammo / repair kit) | 20,000 / 40,000 / 80,000 |
| Quantum Assembler Crafted gear can roll a bonus stat. | T3 | 1. 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 Tree
| Skill | Tier | Effect per rank | Cost (R1/R2/R3) |
|---|---|---|---|
| Careful Packing Lose less loot when forced to retreat. | T1 | 1. -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. | T1 | 1. +2 carry slots 2. +4 carry slots 3. +6 carry slots | 5,000 / 10,000 / 20,000 |
| Dig Site Foreman Harvest more from locations? . | T1 | 1. +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. | T1 | 1. 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. | T1 | 1. +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? . | T1 | 1. +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. | T1 | 1. 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. | T2 | 1. 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. | T2 | 1. +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? . | T2 | 1. +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) | T2 | 1. +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. | T2 | 1. 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. | T2 | 1. 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. | T2 | 1. 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) | T2 | 1. -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. | T3 | 1. unlocks exclusive Archeologist-only research projects | 20,000 / 40,000 / 80,000 |
| Careful Extraction Roll a crate twice and choose the result. | T3 | 1. rolls the crate twice, presents BOTH loot sets, the player picks | 20,000 / 40,000 / 80,000 |
| Emergency Evac Chance to escape dungeons with everything. | T3 | 1. 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. | T3 | 1. linked secondary entry is always revealed on read | 20,000 |
| Tomb Diver Bosses occasionally drop extra exclusive loot. | T3 | 1. 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 Tree
| Skill | Tier | Effect per rank | Cost (R1/R2/R3) |
|---|---|---|---|
| Calm Presence Location aggro builds slower. (verify — new mechanic) | T1 | 1. 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. | T1 | 1. -10% incubation time 2. -20% incubation time 3. -30% incubation time | 5,000 / 10,000 / 20,000 |
| Feeding Routine Breeding takes less time. | T1 | 1. -10% breeding time 2. -20% breeding time 3. -30% breeding time | 5,000 / 10,000 / 20,000 |
| Herd Instinct Carry more gear on trips. | T1 | 1. +2 carry slots 2. +4 carry slots 3. +6 carry slots | 5,000 / 10,000 / 20,000 |
| Nurturer Dinosaurs mature faster. | T1 | 1. -10% maturation time 2. -20% maturation time 3. -30% maturation time | 5,000 / 10,000 / 20,000 |
| Veterinarian Healing your dinosaurs does more. | T1 | 1. 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. | T2 | 1. 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. | T2 | 1. 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. | T2 | 1. 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. | T2 | 1. 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. | T2 | 1. 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. | T2 | 1. 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. | T2 | 1. 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. | T2 | 1. +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. | T2 | 1. 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) | T3 | 1. 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. | T3 | 1. 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. | T3 | 1. 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. | T3 | 1. 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. | T3 | 1. 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 |