Skill Evolution Trees: Difference between revisions
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<div style="font-size:19px; font-weight:bold; color:#e0b45d; margin-bottom:7px;">This is different from Evolved Skills.</div> | <div style="font-size:19px; font-weight:bold; color:#e0b45d; margin-bottom:7px;">This is different from Evolved Skills.</div> | ||
[[ | [[Evolved Skills]] advance automatically according to the value of an individual skill. Skill Evolution Trees gain separate experience and allow you to decide where the resulting points are spent. | ||
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Latest revision as of 22:47, 31 July 2026
Each tree requires 30 total points to maximize all four of its nodes.
| Node Position | Required Linked Skill | Cost Per Rank | Maximum Rank | Total Cost to Max |
|---|---|---|---|---|
| First Node | 25.0 | 1 point | Rank 5 | 5 points |
| Second Node | 35.0 | 1 point | Rank 5 | 5 points |
| Third Node | 55.0 | 2 points | Rank 5 | 10 points |
| Fourth Node | 75.0 | 2 points | Rank 5 | 10 points |
You only need one of the tree's linked skills to meet the required value.
For example, the Warrior Discipline's fourth node requires one linked Warrior skill at 75.0 or higher. You do not need 75.0 in every Warrior skill.
Nodes do not require the previous node to be completed. Once you meet the skill requirement and have enough unspent points, you may invest in any available node.
The player interface does not provide a refund or respecialization option. Purchased node ranks and spent points are permanent, so review the available branches before investing.
Losing skill afterward does not remove Tree Experience, unlocked points, or ranks that have already been purchased.
Each node rank contributes 1% to its listed effect category wherever that category is connected to a shard system.
Nodes do not normally place a new ability on your hotbar. Their ranks are read automatically by connected combat, spellcasting, crafting, companion, Bard, resource, stealth, and other systems.
The exact benefit shown in yellow beneath a node is the best summary of what that node is intended to support.
| Effect Category | Current Connected Uses |
|---|---|
| Damage | Can improve weapon damage and accuracy for linked weapon skills. Weapon damage is capped at 10% and accuracy at 5% through the standard tree hooks. |
| Defense | Can improve defensive value for linked combat skills, up to 5% through the standard weapon-defense hook. |
| Speed | Can improve linked weapon-speed calculations, up to 5%. |
| Magic | Can improve spell damage, reduce mana costs, and shorten casting delays when supported by the spell system. |
| Bard | Can supplement Bard spell or song damage and resource efficiency. |
| Crafting | Can improve crafting success and material conservation when the relevant craft system uses tree bonuses. |
| Resource | Supports resource efficiency and can combine with Crafting nodes for success and conservation bonuses. |
| Pet | Can provide up to 10% companion support through Animal Taming-related pet hooks. |
| General and Stealth | Store progression for specialized tracking, awareness, thief, escape, trap, and stealth systems that read those categories. |
Several bonuses have safety caps when multiple nodes or overlapping trees affect the same skill:
• weapon damage: up to 10%
• weapon accuracy: up to 5%
• weapon defense: up to 5%
• weapon speed: up to 5%
• combined spell or Bard damage support: up to 12%
• combined spell or Bard mana reduction: up to 10%
• casting-delay reduction: up to 6%
• crafting-success support: up to 10%
• material-conservation support: up to 8%
• companion support: up to 10%
| Discipline | Category | Linked Skills |
|---|---|---|
| Warrior Discipline | Combat | Swords, Fencing, Macing, Wrestling, Tactics, Anatomy, and Parry |
| Ranger Discipline | Wilderness | Archery, Tracking, Camping, Fishing, and Animal Lore |
| Bardic Discipline | Bard | Musicianship, Discordance, Peacemaking, and Provocation |
| Arcane Discipline | Magic | Magery, Evaluating Intelligence, Meditation, Magic Resistance, and Inscription |
| Death Discipline | Magic | Necromancy, Spirit Speak, Poisoning, and Magic Resistance |
| Oath Discipline | Holy | Chivalry, Healing, Parry, Anatomy, and Tactics |
| Beast Discipline | Companion | Animal Lore, Animal Taming, Veterinary, and Herding |
| Shadow Discipline | Thieving | Hiding, Stealth, Stealing, Snooping, Lockpicking, Detect Hidden, Remove Trap, and Poisoning |
| Maker Discipline | Craft | Arms Lore, Blacksmithing, Carpentry, Fletching, Tailoring, and Tinkering |
| Provisioner Discipline | Craft | Cooking, Alchemy, Taste Identification, and Begging |
| Explorer Discipline | Wilderness | Mining, Lumberjacking, Cartography, Camping, and Fishing |
Linked skills: Swords, Fencing, Macing, Wrestling, Tactics, Anatomy, and Parry
| Node | Player Benefit |
|---|---|
| Battle Tempo | Adds 1% weapon-pressure support per rank through combat-damage hooks. |
| Guarded Form | Adds 1% defensive-value support per rank. |
| Brutal Opening | Adds 1% opening-strike pressure per rank. |
| Weapon Conditioning | Adds 1% weapon-handling and stamina-pressure support per rank. |
Linked skills: Archery, Tracking, Camping, Fishing, and Animal Lore
| Node | Player Benefit |
|---|---|
| Sure Shot | Adds 1% ranged-accuracy support per rank. |
| Trail Reader | Adds 1% tracking and encounter-awareness support per rank. |
| Wild Shelter | Adds 1% wilderness-recovery support per rank. |
| Arrow Salvage | Adds 1% ammunition and resource-recovery support per rank. |
Linked skills: Musicianship, Discordance, Peacemaking, and Provocation
| Node | Player Benefit |
|---|---|
| Perfect Pitch | Adds 1% Bard-success support per rank. |
| Carrying Voice | Adds 1% Bard range and duration support per rank. |
| Crowd Command | Adds 1% Bard control support per rank. |
| Deep Resonance | Adds 1% lingering Bard-effect support per rank. |
Linked skills: Magery, Evaluating Intelligence, Meditation, Magic Resistance, and Inscription
| Node | Player Benefit |
|---|---|
| Stable Cast | Adds 1% casting-stability support per rank. |
| Deep Focus | Adds 1% mana-recovery support per rank. |
| Spell Pressure | Adds 1% spell-power support per rank. |
| Warded Mind | Adds 1% magical-warding support per rank. |
Linked skills: Necromancy, Spirit Speak, Poisoning, and Magic Resistance
| Node | Player Benefit |
|---|---|
| Grave Sense | Adds 1% spirit-interaction support per rank. |
| Venom Memory | Adds 1% poison and death-magic synergy per rank. |
| Soul Leech | Adds 1% draining-effect support per rank. |
| Undead Command | Adds 1% undead and summoned-companion control support per rank. |
Linked skills: Chivalry, Healing, Parry, Anatomy, and Tactics
| Node | Player Benefit |
|---|---|
| Divine Favor | Adds 1% Chivalry-reliability support per rank. |
| Shield Oath | Adds 1% guarding and defensive support per rank. |
| Undead Bane | Adds 1% pressure against undead enemies per rank. |
| Lay Hands | Adds 1% battlefield-healing support per rank. |
Linked skills: Animal Lore, Animal Taming, Veterinary, and Herding
| Node | Player Benefit |
|---|---|
| Gentle Hand | Adds 1% taming and creature-control support per rank. |
| Stable Bond | Adds 1% loyalty and companion-care support per rank. |
| Pack Command | Adds 1% combat-command support for companions per rank. |
| Field Triage | Adds 1% pet-healing support per rank. |
Linked skills: Hiding, Stealth, Stealing, Snooping, Lockpicking, Detect Hidden, Remove Trap, and Poisoning
| Node | Player Benefit |
|---|---|
| Soft Step | Adds 1% stealth-movement support per rank. |
| Quick Hands | Adds 1% thief-action support per rank. |
| Trap Instinct | Adds 1% trap-detection and handling support per rank. |
| Vanishing Act | Adds 1% escape and concealment support per rank. |
Linked skills: Arms Lore, Blacksmithing, Carpentry, Fletching, Tailoring, and Tinkering
| Node | Player Benefit |
|---|---|
| Material Sense | Adds 1% material-recovery support per rank. |
| Fine Work | Adds 1% crafted-quality support per rank. |
| Reinforced Build | Adds 1% crafted-durability support per rank. |
| Master Pattern | Adds 1% advanced-recipe support per rank. |
Linked skills: Cooking, Alchemy, Taste Identification, and Begging
| Node | Player Benefit |
|---|---|
| Flavor Memory | Adds 1% food-effect support per rank. |
| Careful Mix | Adds 1% potion-stability support per rank. |
| Street Barter | Adds 1% barter and reward support per rank. |
| Lasting Meal | Adds 1% meal-duration support per rank. |
Linked skills: Mining, Lumberjacking, Cartography, Camping, and Fishing
| Node | Player Benefit |
|---|---|
| Survey Eye | Adds 1% surveying and resource-sign awareness per rank. |
| Efficient Labor | Adds 1% harvesting-efficiency support per rank. |
| Rare Find | Adds 1% rare-resource support per rank. |
| Field Endurance | Adds 1% field-endurance support per rank. |
|
Branches
The left side lists every registered tree and displays unspent points beside branches that have points available.
|
Experience Bar
Shows current Tree Experience and the amount required to earn the next point.
|
Points Display
Shows unspent points first and total unlocked points second.
|
Node Pages
Two nodes are shown at a time. Use the page arrows to review the remaining choices.
|
A node's purchase button becomes available when:
• the node has not reached Rank 5
• the tree has enough unspent points
• at least one linked skill meets the node's requirement
When a tree earns one or more new points, a message announces the gain.
The system saves:
• the experience currently stored in every tree
• the total points unlocked in every tree
• every purchased node rank
• the number of spent and available points
This progression remains attached to the character through logouts, server saves, and restarts.
• Tree Experience is earned only when a linked skill actually gains.
• One skill gain may advance several trees when that skill is shared.
• Luck may improve the experience received.
• Every tree keeps its own experience and points.
• Points cannot be transferred between trees.
• Each tree contains four nodes with five ranks each.
• The first two nodes cost 1 point per rank.
• The final two nodes cost 2 points per rank.
• Only one linked skill must meet a node's skill requirement.
• Nodes do not have to be purchased in order.
• Purchased ranks are permanent.
• The player interface does not provide a point refund or respecialization option.
• Skill loss does not erase earned experience, unlocked points, or purchased ranks.
• Tree nodes are passive and do not normally create activated abilities.
• Some benefits only apply when a connected shard system reads that node's effect category.
• Use [SkillTrees, [SkillTree, or [Talents to review your progression.