Quick answer
The current version includes working skill-tree and attribute systems. Race and class each correspond to a skill tree, and their pairing creates a smaller third archetype skill tree. Skills work with attributes, equipment, set effects and spellbooks, but exact node effects, costs and point caps are not confirmed.
Confirmed structure
| Source | Confirmed detail |
|---|---|
| Official EA notes | The current version has a working skill tree and attribute system |
| Race system | Each race provides a skill tree |
| Class system | Each class provides a skill tree |
| Pairing result | A smaller third archetype skill tree appears |
| Spellbooks | Shared spells can be learned through crafting or skill trees |
Current EA has 3 races and 3 classes, so the base matrix comes from 9 characters. More races, classes, skills and equipment limits are future plans, not current node counts.
How to plan
- Open the race, class and archetype trees after creating a character.
- Check attribute requirements on current equipment and spellbooks before allocating points.
- Prioritize attacks, defenses or survival tools you actually use.
- Recheck your trees after acquiring new equipment or spellbooks.
- Before entering the harder Wildwood Forest, address current weaknesses.
The material provides no recommended allocation ratios, level thresholds, points per level or respec cost. Those values are to be confirmed.
Attributes and gear
The skill tree is not standalone. Attributes, equipment rarity, equipment upgrades, gear sets and spellbooks all affect final play. Some sets provide extra effects and can be mixed; individual pieces have their own bonuses, and upgrades can unlock more.
Spellbooks can be crafted or learned through skill trees and teach shared spells. Two characters with the same race and class can therefore build differently. Before choosing a node, check whether it supports your equipment, spells and combat habits.
Starting-ability conflict
One source says race and class provide different abilities, bonuses and build directions; another says all characters share the same starting point and initial abilities. The material cannot verify which description covers every case, so specific initial differences are to be confirmed.
This does not remove the confirmed structure: race, class and archetype skill trees plus attributes exist in current EA. Treat neither starting-ability claim as a complete rule for every character and node.
Practical tips
Avoid planning every late-game point in advance. Farther areas are confirmed to be harder, and boss encounters are affected by level and equipment. Spend points on tools used in the current area, then adjust after failures against bosses or harder zones.
If an effect has no stated cooldown, damage, duration, cost or probability, treat it as to be confirmed. Do not infer effects from a class name or icon.
FAQ
Can points be respecialized? A player mentions respecs costing gold, which suggests a reset exists, but the entrance, conditions, complete cost and limits are not provided. Exact rules are to be confirmed.
How large is the tree? The material has no reliable node total or size for each tree. A player describes it as large, but that is subjective; exact counts are to be confirmed.
Should the race or class tree come first? No fixed order is confirmed. Inspect shared requirements across all three trees, then choose based on equipment, spellbooks and attributes.