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Skill Tree
May 30, 2026 at 07:27 PM
Removed duplicate in-body wikilinks
The Skill Tree is Fatekeeper's progression backbone. The team has confirmed that the live skill tree is a closed-shape grid of 24 minor perks and 9 medium perks that sit alongside the game's weapon and magic schools. Minor perks supply incremental upgrades; medium perks change how a build plays at a higher level. The Skill Tree is the lens through which the player commits to a Builds identity rather than a free-form attribute pool, and it interlocks with Spell Alteration, weapon class mastery, and Alchemy routes.

The 24 minor / 9 medium split has been published directly by the developers. Numbers are the canonical reference for anyone building a perk plan; no other progression-points layer has been confirmed in the current dev cycle.
Tier | Count | Role |
|---|---|---|
Minor | 24 | Small numerical upgrades and quality-of-life adjustments. Used to round out a build and pad damage, defence, stamina, or utility margins. |
Medium | 9 | Build-defining picks that change how the player engages a fight. Each medium perk is meant to read as a meaningful commitment rather than a generic stat bump. |
No higher tier (major / capstone) has been confirmed as a separate count. The 33 total skill-tree nodes (24 + 9) sit alongside the equally important investment the player makes into weapon class proficiency and into a magic school via Spell Alteration. Those parallel systems share point pressure with the Skill Tree, so a finished build is a three-way mix and not a single linear unlock list.

In practice the player will not unlock every node in a single run. The Skill Tree is balanced around forcing a real choice between the medium perks, investing in one strongly suggests not investing in another that wants the same opportunity cost. The four Builds archetypes the team has signposted (consumable-leaning alchemist, dagger skirmisher, ice-shatter caster, fire pyromancer) each pull from distinct medium-perk clusters:
The Consumable Alchemist pulls medium perks that scale Potions, Weapon Oils and Vials, and other Consumables effect strength.
The Dagger Skirmisher pulls medium perks that reward fast in-and-out attacks, Parrying, and Dodging precision.
The Ice-Shatter Caster pulls medium perks that strengthen Ice Magic and the Shatter follow-up mechanic.
The Pyromancer pulls medium perks that lean on Fire Magic, burning status interactions, and Spell Alteration mutators.
Minor perks are the connective tissue of the grid. Most are gated behind being close enough to a medium perk to act as a prerequisite path or as a reinforcement for an adjacent medium choice. They are not interchangeable filler; picking the right minors is what determines whether a build reaches its medium target in time. Concrete in-game names for individual minor perks have not yet been disclosed in detail outside of the cluster-level descriptions in the dev material, so this article does not list speculative perk names.
The 9 medium perks are the build-defining choices. Public dev material has framed them as the perks that change how an encounter plays out, not just deal-more-damage modifiers, but rules-changing effects (for example, Shatter payoffs, status-stacking shifts, or utility unlocks that pair with Telekinesis and the wider Combat toolkit). Because the count is small (9), the practical limit per run is generally somewhere short of all 9; the Skill Tree is meant to make trade-offs visible rather than to invite a full-clear.
The Skill Tree is the gameplay anchor that touches almost every adjacent page. Combat perks affect how Parrying, Dodging, and Finishers and Dismemberment feel; magic perks scale the elemental schools and modify Shatter reliability; alchemy perks change the value of every consumable the player crafts. The Beginner Guide recommends thinking about which medium perks fit a chosen weapon class before picking minor perks, because the wrong order leaves a build half-built when the next medium becomes available.
Whether perks can be refunded mid-run has not been confirmed in the published dev material. Until a respec system is shown, treat each pick as a hard commitment. The 33-node total (24 minor + 9 medium) is small enough that planning ahead by archetype matters more than chasing every node.
Concrete in-game names and exact effect numerics for every minor and every medium perk.
Respec / reset mechanics.
Whether prerequisites between mediums are strictly linear or webbed.
Whether any perk is locked behind a campaign milestone vs available from the start.
This article will be updated as the team publishes more detailed perk-by-perk breakdowns; until then, references to specific perk effects are limited to the cluster-level descriptions that have actually been confirmed.
Builds, the four archetype hub.
Spell Alteration, parallel magic-side progression.
Combat, combat toolkit perks plug into.
Alchemy, consumable and oil scaling for alchemy builds.
Gameplay Overview, top-level systems index.