Skill Trees

The skill trees are Soulrend’s second progression system, next to leveling. Each level gives one skill point, and each point buys one node in a tree: a permanent bonus such as more health, faster bow draws or higher spell power. The trees come from the Passive Skill Tree mod; Soulrend replaces all of its content with four trees of its own.

The trees open with the O key or the skill tree tab in the inventory. The Prologue quest The Skill Tree introduces them.

The trees#

Tree Nodes Focus
[[skill-trees/warrior Warrior]] 164
[[skill-trees/ranger Ranger]] 164
[[skill-trees/rogue Rogue]] 164
[[skill-trees/mage Mage]] 493

All four trees share one pool of skill points, so a character can spend points in more than one tree. The mod’s own Alchemist, Cook and Hunter trees are emptied and don’t appear.

How it works#

  • Starting points. Each tree has one root node. It is the only node that can be learned without a learned neighbor.
  • Paths. Every other node needs a learned node next to it. Most paths are one-way: they can only be followed outward from the root, so Minor nodes on a path are taken in order.
  • Cost. Every node costs exactly 1 skill point, keystones included.
  • Limits. Some nodes belong to a limited group. A Warrior, Ranger or Rogue character can take one subclass, up to three core keystones and up to two keystones of its subclass. A Mage can take two of the twelve school nodes, two of the six Mind keystones and one keystone per school. Each tree page lists its limits.
  • Item requirements. Core keystones (and the six Mind keystones) need a picked-up Nether Crystal, which the Warden drops. Subclass and school keystones need a picked-up Knight Sword, which the Underworld Knight drops. The game checks the “picked up” statistic, so the item only has to be picked up once; it can be used or stored afterwards.

Layout of a tree#

Part Warrior, Ranger and Rogue Mage
Root Starting node with small bonuses Starting node: mana and mana regeneration
Core Six spokes: a path of Minor nodes, a hub and three leaves The Mind: six spokes with four leaves each
Core keystones Five; take three Six; take two
Specialization Two subclasses; take one Twelve school nodes; take two
Specialization branches Four per subclass: a path, a hub and three leaves Three per school: six Minor nodes, a hub and three leaves
Specialization keystones Three per subclass; take two Three per school; take one

The wiki names each spoke and branch after its hub. Where the game titles a hub only “Notable” or “Sentience”, the wiki uses a descriptive name instead, and the page says so.

Reading the numbers#

Bonuses use the game’s own wording, with these conventions:

  • +5 Attack Damage adds a flat amount.
  • +10% Max Health increases the stat by 10% of its value (base plus flat bonuses).
  • (total) marks a bonus that multiplies the final value, after all other bonuses.
  • ×1.25 Crit Chance marks a percentage bonus to a stat that is itself a percentage but doesn’t start at 100%. It multiplies the stat: a Crit Chance of 5% becomes 6.25%, not 30%. Crit Chance starts at 5% and Crit Damage at 150%. Dodge Chance, Armor Shred, Overheal and Knockback Resistance start at 0, so a multiplier only grows what gear adds.
  • “per” bonuses scale with something else, counted in whole steps and rounded down. “+1% Spell Resistance per 25% Holy Spell Power” gives +5% at 130% Holy Spell Power (5.2 steps, rounded down to 5). Every spell power starts at 100%, so such bonuses are never zero.

Effect durations are in seconds. “Stacks up to N times” means repeated procs can raise the effect’s level up to that cap.

Equipment conditions#

Many bonuses only apply with certain equipment. Heavy armor and light armor are Soulrend’s own item tags; “with heavy armor equipped” means at least one equipped item is in the tag. Two-handed weapons are explained on Two-Handed Weapons.

Warning

A few bonuses check #soulrend:ranged_weapons or #my_tags:weapons/dualwield, tags that no file in the pack defines, so they never apply. The wiki marks them with †. They include part of the Rogue root and nodes in Sharpshooter Critical and Assassin Impact. See Known Bugs.

Heavy armor#

Light armor#

Resetting#

An Amnesia Scroll resets the whole tree and returns every point; Soulrend sets the scroll’s point penalty to 0%. The Prologue quest gives one, and the Ender Dragon drops them. A Wisdom Scroll grants one extra skill point. Skill points can’t be bought with experience.