Skills: Difference between revisions
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==Specialties== | ==Specialties== | ||
Every specialty is sorted in Tiers (0-4). Specialties are categories of [[skills]] in Eco that are discovered using [[research]]. After Tier 0 all Specialties are depended of other skills. Players may learn specialties - and gain access to the specialty's skill tree - by spending [[Skill Points]]. With each specialty learned, the cost of learning the next specialty increases exponentially. Skill costs increase from 0, 0, 5, 15, 50, 100, 300, 500 at the default multiplayer rate. In the game skills window, specialties are categorized by professions. | |||
Every specialty is sorted in Tiers (0-4). Specialties are categories of [[skills]] in Eco that are discovered using [[research]]. | |||
Players may learn specialties - and gain access to the specialty's skill tree - by spending [[Skill Points]]. | |||
With each specialty learned, the cost of learning the next specialty increases exponentially. Skill costs increase from 0, 0, 5, 15, 50, 100, 300, 500 at the default multiplayer rate. | |||
In the game skills window, specialties are categorized by professions | |||
You can gain Skill points after a certain amount of real time. You can get them faster trough a balanced [[nutrition]], a good [[Rooms|housing value]] or [[culture]]. For beginners it is wise to read [[Getting Started]]. For a start of a new playthrough start with a Tier 0 specialty unless you can be supplied by other players.<gallery> | |||
File:Tier 0 - Specialties .jpg|Tier 0 Specialties | |||
File:Tier 1 - Specialties.jpg|Tier 1 Specialties | |||
File:Tier 2 Specialties.jpg|Tier 2 Specialties | |||
File:Tier 3 Specialties.jpg|Tier 3 Specialties | |||
File:Tier 4 Specialties.jpg|Tier 4 Specialties | |||
</gallery><div class="row"> | |||
{{SkillList}} | |||
</div> | |||
==Talents == | ==Talents == | ||
Talents are perks that enhance a Specialty when that specialty reaches level 3 and level 6. | Talents are perks that enhance a Specialty when that specialty reaches level 3 and level 6. | ||
When the specialty levels up, opening the Skills menu will give the player an opportunity to choose between one of two talents for that level. Choosing one talent locks the other one. There is no way to switch to the other talent. | When the specialty levels up, opening the Skills menu will give the player an opportunity to choose between one of two talents for that level. Choosing one talent locks the other one. There is no way to switch to the other talent. | ||
Every specialty will have perks offered at these levels, and have 2 talents to choose from at each level. | Every specialty will have perks offered at these levels, and have 2 talents to choose from at each level. | ||
Revision as of 10:05, 19 November 2025
Professions
Professions are the general areas of expertise players can focus on within Eco. Inside a Profession, the player can choose among several Specialties. Professions help players coordinate their efforts by offering a basic structure for the various roles in the game. Skill Points are not needed to unlock professions. They are all unlocked from the start and there is no penalty for selecting specialties of different professions.
Specialties
Every specialty is sorted in Tiers (0-4). Specialties are categories of skills in Eco that are discovered using research. After Tier 0 all Specialties are depended of other skills. Players may learn specialties - and gain access to the specialty's skill tree - by spending Skill Points. With each specialty learned, the cost of learning the next specialty increases exponentially. Skill costs increase from 0, 0, 5, 15, 50, 100, 300, 500 at the default multiplayer rate. In the game skills window, specialties are categorized by professions.
You can gain Skill points after a certain amount of real time. You can get them faster trough a balanced nutrition, a good housing value or culture. For beginners it is wise to read Getting Started. For a start of a new playthrough start with a Tier 0 specialty unless you can be supplied by other players.
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Tier 0 Specialties
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Tier 1 Specialties
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Tier 2 Specialties
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Tier 3 Specialties
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Tier 4 Specialties
Skills

Smiths smelt concentrate ore into metal bars and craft superior tools that helps citizens work more productively.

Tailorings work with cloth to make high-end furniture.and clothing that provides special bonuses when worn.

Chefs create highly nutritious food using the raw food provided by hunters and farmers.

Hunting animals provides a great source of nutritious food and their skins can be used in a variety of crafting projects.

Scientists can transforms the knowledge and understanding of the world into more practical uses.

All citizens are survivalists in the world of Eco. How can you save the world if you can't save yourself?

Carpenters use harvested logs to craft a variety of useful products. Wood is an excellent source of building materials and furniture for homes.

Masons craft with stone and are a valuable source of building material and furniture. The ore they collect is used by smiths to smelt into metal bars.

Engineers use the materials created by other professions to create cutting edge technology that paves the way for technological advancement.

Farmers specialize in all aspects of agriculture. The crops they produce are a primary source of the calories needed to perform work.
Talents
Talents are perks that enhance a Specialty when that specialty reaches level 3 and level 6. When the specialty levels up, opening the Skills menu will give the player an opportunity to choose between one of two talents for that level. Choosing one talent locks the other one. There is no way to switch to the other talent. Every specialty will have perks offered at these levels, and have 2 talents to choose from at each level.