The Dimraeth skill tree combines race, class and archetype contributions in one connected tree. It contains stat bonuses, passives, spell unlocks and spell-modifier branches. Two characters with the same class can have different full trees because their races and pairings differ.
Explore: Classes · Races · Skill Tree · Map
Read the skill tree at a glance

Official Steam skill-tree screenshot. It shows the interface and connected paths; it is not a verified allocation for a particular race–class pairing. Source.
| Element | What it does | What to check |
|---|---|---|
| Stat node | Adds a numerical bonus | Exact bonus, connecting cost and whether it helps the current setup |
| Passive node | Changes behaviour or adds a condition | Trigger, restrictions and the action that activates it |
| Spell node | Unlocks an action | Prerequisites, input behaviour and active-slot assignment |
| Spell-modifier branch | Changes the linked spell | Which choices can coexist and which replace each other |
| Archetype interaction | Supports the chosen race–class pair | Correct character pairing and full prerequisite path |
Race, class and archetype: three contributions
| Ability source | What it contributes | How to classify it |
|---|---|---|
| Race | Basic weapons, base combat kit and racial abilities | The racial contribution remains across class choices |
| Class | Class skills | Added on top of the racial base kit |
| Race + Class | Archetype tree, Archetype Passive and attribute XP costs | Belongs to the exact pairing, not either label alone |
| Spellbook | An externally acquired learnable action | Record the book and its learning requirements |
| Gear | Equipment bonuses or triggered abilities | Record the item or set condition |
| Pet | An ability supplied by a companion | Record the companion; do not classify its ability as a racial or class unlock |
The official character-design article explains the pairing-specific tree, passive and attribute-training costs. Spellbook, Gear and Pet abilities are external sources, not additional native tree layers. Their contribution must stay separate when explaining a build; no specific Pet skill or value is asserted here.
For example, Vanguard (Minotaur + Brawler) receives additional Stamina when Strength is increased. That Archetype Passive is separate from the race's Battle Axe and from a later Blunt-conversion node. Exact passive names and numerical values remain unfilled where the source does not provide them. See the three officially documented Archetypes.
Compare the roster on Classes and basic kits on Races. This page explains the tree those choices produce.
Shared class spells do not mean identical trees
The class choice adds another part of the character's available spells and choices. Brawler, Mage and Shadow exist across the current three races, but the resulting trees also contain the racial and archetype contributions.
Two Mage characters can therefore share Fireball while differing in basic weapons, connecting paths and supporting interactions. A modifier discussed for one combination needs to be checked on the other combination's actual tree before being copied.
The same caution applies to a broad label such as melee. Human Brawler and Minotaur Brawler do not become identical because both can fight close to an enemy. Identify the shared class element, then examine what the race and pairing add.
The Dimraeth classes guide explains the three class choices. Use the whole race–class name when recording a route so that another player knows which tree the instructions describe.
Record the pairing and the interaction
A character's earlier guess about a node's origin is not a reliable classification. In the recorded material, the player revises their interpretation of which parts belong to race, class or the pairing. Follow the actual system distinction rather than preserving the first explanation made while exploring an unfamiliar tree.
For practical planning, write down both the combination and the interaction. “Minotaur Brawler pursuing the Blunt-conversion keystone” gives useful context. “Any Brawler stun build” loses a condition that may be essential to the route.
Branches, connections and spell mini-trees
The creator walkthroughs describe racial branches on the vertical axis and class branches on the horizontal axis in their footage. Use that as orientation for those captures, then read your current node tooltips. A universal labelled map for every pairing is still missing.
The important distinction is between reaching a major spell node and modifying the spell after unlocking it. A destination can require several connecting purchases, and a spell's own modifiers can make it behave differently from another player's version.
Spells, small nodes and modifiers do different jobs
A small attribute node, an active spell and a spell modifier should not be evaluated as the same purchase. One may support requirements or connect a path; another supplies an action; another changes how that action behaves.
For an active spell, identify the job it will perform and the slot it will use. For a modifier, identify what changes and what may be replaced. For a connecting node, count its cost as part of reaching the intended destination.
This approach prevents a common planning mistake: listing several powerful endpoints without paying for the routes between them. It also prevents comparing a utility action only by damage when its actual purpose is movement or setup.
After a purchase, check the node's condition; use the spell assignment guide if its action is missing.
Choose modifiers by the job they change
The developer describes exclusive choices within a spell's modifier aspects. A useful comparison therefore starts with the selected variant, rather than combining every alternative into one imagined spell.
For example, the developer describes Combusting Fireball as using existing Burning for a payoff. That matters because an application action and a consuming action need a deliberate order. A damage number alone does not tell you whether the modifier fits the rest of the bar.
A concrete Human example is Weapon Swap: a Steam moderator says its tree can enhance the action or make it use only Crossbow or only Sword. Moderator source. The exact nodes and costs still require a current tree capture; this option does not mean other races acquire Human's basic weapons.
Before changing a modifier, check four things: the effect it needs, what it leaves behind, its timing and which movement or utility job you lose. Exact current tooltip values should take precedence over old footage.
Status application and consumption need an order
Effects such as Burning and Bleeding can support other actions. Some interactions apply an effect, some reward its presence and some consume it. Those roles should appear in the intended sequence in a workable order.
For Burning, a setup action can prepare stacks before Combusting Fireball spends them for a payoff. Casting the consumer at a different stage changes the state left for the next action.
For a Bleed direction, identify which selected action applies the condition and which benefits from it. If a new spell replaces the only application tool, the remaining payoff may no longer work as expected.
Resource buffs deserve the same attention. A Rage spender needs a generator in the current configuration. The Minotaur creator example discussed on Classes changes those responsibilities while developing, so an earlier and later description should not be merged into a configuration that was never selected together.
Skill points, attributes and spell requirements
| Resource or unlock | Used for | Does not automatically provide |
|---|---|---|
| Attribute training | Meeting stat requirements and improving attributes | A purchased path through the skill tree |
| Skill points | Buying connected tree nodes | Every attribute required by a spellbook |
| Learned spellbook | Adding a learnable world spell when requirements are met | Another archetype's exclusive modifiers |
| Active assignment | Putting a learned action on your bar | More than the five equipped-spell slots |

Official website development spellbook image. A learned collection and equipped slots are separate from the node tree. Source.
The developer's pre-launch tree post estimated more than 500 nodes per combined tree and roughly 60 available skill points at the Act I cap. These are historical estimates, not a verified current point budget. The official EA update confirms the level-25 cap; the exact current points from levels, quests and other sources are not established here.
A large tree presents choices. Count connecting nodes as well as the destination: a keystone’s icon describes the payoff, while the route determines the total investment. The historical count is not a current promise about how many levels, quests or bosses award points.
Attribute XP and skill points solve different problems
The official character-design article describes XP costs for attribute training. Attribute requirements can gate a book, while skill points govern tree purchases. Neither should be treated as an automatic substitute for the other.
If a book is unusable because an attribute is too low, inspect training and the displayed requirement. If a tree destination is unavailable, inspect the connecting path and points. If an action is learned but absent from the bar, inspect assignment.
The race–class pairing determines training costs, which is one reason to consider requirements when choosing a combination. It does not establish a complete universal cheapest route or remove the need to read the current values.
The Dimraeth character creation guide explains those starting choices. Keep the immediate goal concrete: the requirement for a book, the path to a node or the function of an active slot.
World books extend choices without replacing the tree
World spellbooks can be obtained through exploration, rewards, merchants and crafting services. Different combinations can learn them when their requirements are met. That broadens the action pool beyond the native tree.
Learning a world spell does not establish access to every exclusive modifier in another combination's tree. Distinguish the base action you obtained from the surrounding support that made it behave a particular way on another character.
A recipe is also not the same as the finished book. Crafting may still be required, and the book may have attribute requirements. The Dimraeth recipes guide covers acquisition through crafting; the spell-equipping guide covers learning and assignment.
If a desired skill appears in another player's loadout, ask which source supplied it. The answer might be a native node, a world book or an equipment trigger. Assuming all three are class-tree unlocks produces a misleading route.
Follow a spellbook from acquisition to assignment
A crafting route crosses several systems: obtain the recipe, make the book, meet its learning requirements, learn the action and assign it. A found book may skip crafting, but it still needs to satisfy the applicable learning and assignment steps. None of these actions purchases a tree node or changes the character’s class.
Missing ingredients, unmet attributes and an absent bar icon each belong to a different system. Rebuilding the tree will not resolve an acquisition or assignment problem. If gear or a Pet supplies another effect, record that external source separately.
Five active spells and equipment triggers
Only five spells can be equipped at once. The learned collection can provide more alternatives, but a growing collection does not add more manual active slots.
An equipment set may produce a triggered spell effect when its conditions are met. That effect should not be counted as a sixth manually equipped action. If it disappears after replacing gear, inspect the set count before looking for a missing tree node.
This distinction is especially important when copying a combat sequence. A guide that lists the visible effects without identifying their sources can imply that the player should assign more active spells than the loadout permits.
For every essential effect in your own plan, name its source and condition. That makes equipment changes, spell replacements and modifier decisions easier to evaluate without rediscovering the dependency after a failed fight.
A practical way to plan your next points
- Identify one action you want to make usable now.
- Count every prerequisite on the route to it.
- Read the action's input and resource requirements.
- Select a compatible modifier that supports the rest of your bar.
- Recheck recovery and survival after replacing a skill.
If a distant interaction is the long-term goal, the intervening character still needs usable attacks, recovery and survival. Do not ignore those needs because the final node sounds powerful.
The Dimraeth class comparison explains how class choices affect the attacks and resource loop behind a combat sequence. A route should serve a sequence, not merely connect attractive icons.
For starting priorities, continue to early skill-node choices. To put the system into practice with a combat direction, use the build overview.
Skill-tree troubleshooting
| Symptom | First layer to inspect |
|---|---|
| Another Mage's path is different | Race and archetype, not just the class label |
| A new book cannot be learned | Attribute requirements and the actual item obtained |
| A spell is learned but never activates | Active assignment, binding and input behaviour |
| A former escape action became stationary | Selected modifier |
| A payoff stopped triggering after a slot change | Status or resource generator in the current loadout |
| A combat effect vanished after changing gear | Set count and equipment trigger |
| A distant node remains unavailable | Connecting route and point budget |
Check one layer at a time. Rebuilding the entire character is unnecessary if the only issue is that an action was assigned to the wrong slot. Equally, rebinding a button will not supply a missing keystone prerequisite.
A clear tree plan describes the combination, the route, the selected spell behaviour and the condition it uses. Once those pieces are explicit, you can compare alternatives by what they change in the fight rather than by the number of impressive nodes visible on the screen.
The Human Magician fire-build guide applies these choices to Burning, recovery and utility without presenting an unverified full allocation.
Skill Tree FAQ
Is there a complete interactive planner here?
No. Verified node identities, coordinates and prerequisites are missing. The official images and tables explain the system; they are not a clickable allocation calculator.
Can I unlock the whole tree?
The pre-launch developer explanation describes a point budget much smaller than the visible board. Plan around a limited selection. Exact current totals are marked for verification above.
Does respec change class or race?
Do not treat a point refund as a character-identity change. See the separate respec guide and class-change guide.
Sources and version scope
- Steam moderator: Human Weapon Swap tree options; modifier options confirmed in the reply, exact costs not confirmed.
- DimraethDev: three tree contributions and historical point estimates.
- DimraethDev: spells, modifier choices and effects.
- Mudtek: archetypes and attribute training.
- Mudtek: Early Access tree overhaul and level cap.
- Steam: current game scope and equipped-spell limit.
- First-character walkthrough, 04:14–07:33, and theorycrafting walkthrough, 07:52–09:20; branch-layout and refund observations require current UI checks.