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Skill Evolution Trees

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SKILL EVOLUTION TREES
Turn ordinary skill gains into permanent specialization choices across combat, magic, crafting, companions, stealth, and survival.



Choose How Your Training Shapes Your Character

The Skill Evolution Tree System gives characters a choice-based form of progression connected to normal skill development.

Whenever one of your linked skills gains value, its associated tree receives Tree Experience. Earn enough experience and that tree unlocks a point that can be spent on one of its progression nodes.

Every tree has its own:

• linked skills
• Tree Experience
• unlocked points
• unspent points
• four progression nodes
• five ranks in each node

This is different from Evolved Skills.

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.



OPENING THE SKILL TREES
All branches, experience, points, and node ranks are managed through one window.
[SkillTrees
Opens the complete Skill Evolution Tree window.
[SkillTree
An alternate command that opens the same interface.
[Talents
A shorter alternate command for opening your trees.
Level Window
The Skill Evolution Tree window can also be opened directly from the character's Level window.



EARNING TREE EXPERIENCE
Tree progression comes from actual skill improvement.

When one of your skills gains value, every tree linked to that skill receives Tree Experience.

For example:

• gaining Swords advances the Warrior Discipline
• gaining Magery advances the Arcane Discipline
• gaining Blacksmithing advances the Maker Discipline
• gaining Stealth advances the Shadow Discipline
• gaining Animal Taming advances the Beast Discipline

Tree Experience is awarded only when the linked skill actually gains. Simply using a skill without receiving a skill gain does not add Tree Experience.

Luck may improve the amount of Skill Evolution Tree experience received from a gain.

A shared skill can advance more than one tree.

Several skills belong to multiple branches. When one of those skills gains, every matching tree receives experience.

Examples include:

• Tactics, Anatomy, and Parry — Warrior and Oath
• Animal Lore — Ranger and Beast
• Camping and Fishing — Ranger and Explorer
• Poisoning — Death and Shadow
• Magic Resistance — Arcane and Death



UNLOCKING TREE POINTS
Early points arrive quickly. Deeper specialization requires greater dedication.
First Tree Point
The first point in a tree requires 100 Tree Experience.
Increasing Costs
Each additional point requires 50 more experience than the point before it.
Separate Progress
Points earned in one tree belong only to that tree and cannot be moved into another branch.
Point Being Earned Experience Required for That Point Total Experience Reached
1st Point 100 100
2nd Point 150 250
5th Point 300 1,000
10th Point 550 3,250
20th Point 1,050 11,500
30th Point 1,550 24,750

Each tree requires 30 total points to maximize all four of its nodes.



SPENDING TREE POINTS
Every branch contains four nodes, each with five permanent ranks.
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
Skill requirements

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.

No forced purchase order

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.

Permanent choices

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.



HOW NODE BONUSES WORK
Tree nodes provide passive progression rather than new buttons or manually activated abilities.

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%



AVAILABLE DISCIPLINES
Eleven trees cover the shard's major styles of character development.
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



WARRIOR DISCIPLINE

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.



RANGER DISCIPLINE

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.



BARDIC DISCIPLINE

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.



ARCANE DISCIPLINE

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.



DEATH DISCIPLINE

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.



OATH DISCIPLINE

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.



BEAST DISCIPLINE

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.



SHADOW DISCIPLINE

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.



MAKER DISCIPLINE

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.



PROVISIONER DISCIPLINE

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.



EXPLORER DISCIPLINE

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.



READING THE TREE WINDOW
The interface shows exactly where each branch stands and what can be purchased.
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.



SAVES AND CHARACTER PROGRESS
Skill Tree progress belongs to the character and is preserved through normal server saves.

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.



IMPORTANT PLAYER NOTES

• 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.



Training gives you experience. The tree determines what you do with it.
Develop the skills that define your character, earn points within their disciplines, and choose the specializations that best support the way you play.
Two characters may train the same skills, yet grow into very different specialists.