Perk Tree
The Perk Tree (called the Abyss Tree in-game) is the core character progression system in Crimson Desert. It replaces traditional XP-based leveling with a two-step loop: observe a technique in the world, then spend Abyss Artifacts to unlock it. Each playable character has their own independent tree.
Overview
The Perk Tree is the core character progression system in Crimson Desert. Called the Abyss Tree in the game's menus (accessed via Start, then Progression, then Abyss Tree), it replaces traditional experience points and character levels entirely. Instead of earning XP from defeated enemies, players progress by observing techniques performed by NPCs and enemies in the world, then spending Abyss Artifacts to permanently unlock those techniques as usable skills. The tree starts completely empty at the beginning of the game and grows into what one preview described as a "full sequoia" by the mid-game, reflecting a dramatic expansion in the player's combat and exploration capabilities.
Pearl Abyss PR Director Will Powers has stated that the developers do not want to call Crimson Desert an RPG, noting: "With the term RPG comes a lot of connotations around a character creator, specifics like experience points and leveling systems and stuff like that. Those, as players would expect them, are absent from this game." Despite this, the Abyss Tree functions as a deeply customizable progression system with meaningful build choices.
How It Works
The Abyss Tree uses a two-step unlock loop that ties character growth directly to exploration and world interaction rather than grinding.
Step 1: Observe
Before a technique can be unlocked, the player must first observe someone performing it. This is done by approaching an NPC or enemy who is using a move and holding the observation button for roughly two seconds. After observing, the technique appears grayed out in the skill menu, indicating it is available for purchase but not yet active. Observation can happen in several contexts.
Watching a passive NPC perform a move in the open world (for example, observing a palm strike being practiced)
During combat, when an enemy uses a technique against the player (for example, learning a belly slam by having it used on you)
By entering Observe mode at specific locations scattered throughout Pywel
From tutor NPCs or by interacting with specific items in the world
Abyss Artifacts alone do not teach skills. If the player has not observed a technique, they cannot brute-force unlock it by spending Artifacts. This design ensures that progression is tied to exploration and engagement with the world rather than pure resource accumulation.
The observation mechanic also applies to non-combat skills. Fishing, for example, is learned through observation rather than through a menu or tutorial prompt.
Step 2: Spend Abyss Artifacts
After observing a technique, the player spends an Abyss Artifact (described as cubic tokens) to lock in that move as a real, usable skill on the tree. Each enhancement node typically requires one Artifact per upgrade. The same Artifacts can also be spent on core stat upgrades (Health, Stamina, Spirit) instead of techniques, creating a meaningful choice similar to the heart-versus-stamina decision in The Legend of Zelda: Breath of the Wild.
Tree Structure
The Abyss Tree interface features a central wolf-head icon with branching paths extending outward. The tree contains two types of nodes.
Node Type | Function |
|---|---|
Core Nodes | Boost fundamental stats: Health, Stamina, and Spirit. These provide the baseline durability and resource pools that support all combat and exploration |
Branch Nodes | Unlock actual combat techniques and abilities. These are the moves observed in the world, ranging from grapples and throws to flying kicks and grappling hook swings |
PC Gamer described the tree as "a sprawling skill tree that largely abandons flat stat bonuses in favor of more substantial upgrades" such as flying kicks and Spider-Man-style grappling hook swings. The emphasis is on gaining new capabilities rather than incremental number increases.
Per-Character Trees
Crimson Desert has three playable characters: Kliff, Damiane, and Oongka. All three characters have their own independent skill trees with separate progression. Skills must be upgraded independently for each character, and each character may possess unique skills tied to their distinct combat style.
Character | Combat Style | Weapon Preferences |
|---|---|---|
Kliff | Versatile melee fighter; protagonist of the main story | Sword and shield, spears, one-handed weapons |
Damiane | Agile ranged and melee hybrid | Rapier, pistol, musket |
Oongka | Heavy-hitting power fighter | Two-handed axes, heavy weapons |
The trees are per-character, not per-weapon. Switching weapons within a character's repertoire does not change which tree is active.
Where to Find Abyss Artifacts
Abyss Artifacts are found throughout Pywel via multiple methods. They are the single progression currency for the entire Abyss Tree system.
Completing quests. Artifacts are critical rewards woven into the story and side content
Defeating powerful bosses
Exploration. Artifacts are hidden in discreet locations across all five regions of Pywel
Found within the Abyss dimension itself
Earned at the end of trials
Types of Upgrades
The Abyss Tree covers several categories of progression, all unlocked through the observe-then-spend loop.
Category | Examples |
|---|---|
Core Stats | Health, Stamina, Spirit increases that expand the player's baseline durability and resource pools |
Combat Techniques | New moves added to combo chains: grapples, throws, wrestling moves (choke slams, drop kicks, shoulder checks), aerial strikes, flying kicks |
Abyss Powers | Magical abilities gained through the Abyss dimension, including object manipulation, weightlessness mechanics, and a glider |
Exploration Abilities | Stamina upgrades for extended gliding, grappling hook swings for traversal across large gaps |
Non-Combat Skills | Life skills like fishing, learned through the same observation mechanic as combat techniques |
Respeccing
Players can respec by reclaiming Abyss Artifacts for a small cost once they unlock that option at the hub. This allows redistributing points between core stats and branch techniques without permanent commitment to any single build path.
Active Skill Slots
There is a limit on how many skills can be equipped in the active pool at any given time, but swapping skills in and out is described as straightforward with high levels of freedom. Unlocked skills are executed through different button press combinations during combat rather than selected from a traditional hotbar, keeping the flow of combat smooth and action-oriented.
Progression Pace
The tree starts completely empty. One hands-on preview noted that switching from an early-game save to a mid-game save transformed the empty perk tree into a "full sequoia," and basic combat (Spartan-kicking enemies off ledges) gave way to performing flying martial arts moves from great distances. Players focused on progression can fill out the core tree in roughly ten hours, with full mastery of all branches taking considerably longer.
Relationship to Other Systems
The Abyss Tree is the primary progression system, but it works alongside several complementary systems.
Boss equipment: Defeating bosses yields exclusive gear that grants the boss's signature skill as a usable ability. This is separate from the Abyss Tree and provides additional combat options on top of tree-unlocked skills
Abyss Gear: Equipment augments socketed into weapon slots that modify attack properties (attack speed, critical chance, boss damage). These are stat modifiers, distinct from the technique-based unlocks of the Abyss Tree
Blacksmith refinement: Weapons can be refined at blacksmiths to incrementally increase base stats like Attack. This enhances the weapon itself rather than the character's skill set
Elemental enhancements: Weapons can be enhanced with elemental effects like fire and ice, adding damage types on top of the base moveset
Developer Perspective
Pearl Abyss has been deliberate about distinguishing the Abyss Tree from traditional RPG skill trees. Will Powers stated during a podcast interview that "it's not a 'skill tree'" and reiterated that the game is not an RPG in the conventional sense. The system is described as being about fine-tuning a build to enhance specific skills rather than unlocking whole ability trees at once. Pearl Abyss has noted: "Each player will most likely build a different version of Kliff. They might prioritize stamina upgrades to enable longer exploration sessions and extended gliding across Pywel's vast regions, or they could focus on unlocking diverse grappling techniques to dominate melee combat."