Skill Trees — Three Trees
Every operative has three progression trees plus a persistent Customizable dock. Trees 1–3 are learned paths. The dock empowers Ultimates from Combat and Tentacle skills. Offensive abilities and Auras share Tree 1 for now.
- 1 — Combat Skills (Offensive & Auras) — Energy drain / upkeep by skill
- 2 — Tentacles (level-gated; max 3 sets × 2 tentacles each = 6 tentacles; each set Offensive or Defensive)
- 3 — Ordnance (grenades) — one shared tree; learn many, equip one; own charges
- Customizable dock — Ultimate empowerment matrix; 4 loadouts × 4 skill slots

Tree 1 — Combat Skills (Offensive & Auras)
One progression tree houses both active offensive skills and aura field skills. Nodes may be offensive verbs, aura fields, or hybrid supports — same tree budget and same tab in the Skill GUI.
- Offensive nodes: active abilities. Casting / firing these skills drains Energy.
- Aura nodes: persistent or toggled field skills (offense, defense, utility, support).
- Aura Energy rules are skill-specific (upkeep drain, pulse drain, or rare Energy gain).
- Drain / upkeep rates are skill-specific (tunable per node).
- Includes spells, strikes, weapon-linked offensive verbs, and aura packages from Order / Faction trees.
- Both Offensive and Aura skills from this tree can be dragged into the Customizable matrix when learned / granted by items.
Exact node lists per Order/Faction/Subclass: TBD. Offensive and Auras may split into separate trees again later if design needs it.
Tree 2 — Tentacles (Level-Gated)
Bio-nanite tentacles are a high-risk, high-reward manifestation layer unlocked by character level. HARD LOCK at endgame capacity: three tentacle sets maximum, two tentacles per set (6 total). Each set is either Offensive or Defensive — not both.
- Tentacle sets unlock as the character levels (Set 1 → Set 2 → Set 3).
- Maximum deployed sets: 3 (never more).
- Per set: exactly 2 tentacles.
- Full capacity: 3 × 2 = 6 tentacles.
- Per-set mode: each unlocked set is Offensive or Defensive (whole set, one mode).
- Mixed loadouts across sets are valid once multiple sets are unlocked (e.g. Set 1 Offensive, Set 2 Defensive).
- Exact level thresholds for Set 1 / Set 2 / Set 3: TBD (design table).
Pre-Tentacle Gate — Mechanical Arms
Before the character reaches the level threshold for the first tentacle set, the Tentacle skill tree is disabled. The Tentacle tab / tree UI is replaced by a Mechanical Arms equip slot.
- Mechanical Arms also have a level threshold (at or below the first tentacle-set gate).
- A worn pair is either Offensive or Defensive — same mode split as tentacle sets.
- Mechanical Arms use only the lowest available skills from the Tentacle skill trees.
- Mechanical Arms carry only one attribute (single-stat item).
- Itemization: drops like any other gear piece, but has no special attributes — no Prefixes and no Suffixes (plain / unaffixed base only).
- When the first tentacle-set level threshold is reached, the Tentacle skill tree enables and the Mechanical Arms replacement UI is retired in favor of tentacle sets.
Mechanical Arms are an early appendage bridge — not full tentacle progression and not Augmented/Rare/Legendary packages.

Offensive Tentacle Sets
- Available after the matching set level threshold unlocks.
- Mirror / extend active weapons and offensive angles.
- Energy drain: skill-dependent — some nodes are low drain, others high drain.
- Fantasy: extra firepower, unconventional attack vectors, density pressure.
Defensive Tentacle Sets
- Available after the matching set level threshold unlocks.
- Shields, kinetic absorption, crowd control, survival anatomy.
- Energy drain: skill-dependent rates (not identical to Offensive).
- Some Defensive Tentacle skills may gain / restore Energy instead of only draining.
Old shorthand ‘Tentacle Offense / Tentacle Defense → Tree 5’ is replaced by this level-gated Tentacle tree, Mechanical Arms bridge, and Customizable Ultimate matrix.

Tree 3 — Ordnance (Grenades)
Every operative uses the same Ordnance tree. Learn grenades on one screen. Equip one. That equipped type fills the play-HUD grenade pip. Orders and corps may tint VFX; they do not get a second grenade tree.
- Ordnance Core is free. It unlocks the HUD grenade pip.
- Four families × three grenades = twelve types. Learn many, equip one.
- After any three grenades are learned, equip one Ordnance mod from this tree.
- Ordnance uses its own charges. It does not drain Skill / Arms Energy.
- Max 2 charges. One charge regenerates slowly. Heavy Payload raises max to 3 and slows regen.
- Field bricks and ordnance pickups refill the equipped type only.
- Grenades cannot be socketed into Customizable and do not empower Ultimates.
- Swap the equipped grenade from the Ordnance tab or the weapon wheel — not a second HUD bar.
Impact
- Kinetic Brick — Kinetic. Instant blast on land. Everyday clear.
- Fission Cap — Fission. Short fuse, heavy pop, Kinetic kick. Hold to cook.
- Plasma Skip — Plasma. Bounces once, then bursts.
Adhere
- Arc Spike — Arc. Sticks to target or world, then chains.
- Isotopic Seed — Isotopic. Plants on a surface. Delayed rad pulse. Hold to cook.
- Void Well — Void. Drops a well. Pulls, then suppresses.
Deny
- Thermal Fan — Thermal. Lays a burning strip. Lane deny.
- Cryo Canister — Cryo. Freeze well. Slows, then shatters.
- Toxin Bloom — Toxin. Lingering cloud. Soft DoT, blocks vision.
Support
- Barrier Charge — Barrier. Splash overshield. Tints Shield and Armor purple briefly.
- Pulse Echo — Utility. Stagger ping. Can take over the tracker disc.
- Soft Cover — Utility. Smoke wall. Sonar / Pulse Echo punches through.
Ordnance mods — equip one
- Quick Fuse — shorter cook / faster detonate. Slightly smaller radius.
- Heavy Payload — bigger radius. Max charges 2 → 3. Slower regen.
- Channel Bleed — grenade applies a short resist shred on its channel.
Support family unlocks after any two grenades are learned. Ordnance point pool is separate from Combat so Combat spend stays untouched. Fission Cap may optionally spend a Siege brick for a larger cook — TBD.
Customizable — Ultimate Empowerment Matrix
The Customizable tree has four skill slots per loadout. Players drag and drop learned skills or skills granted by items into those slots. The four slotted skills empower Ultimates when Ultimates are used.
- 4 Customizable loadouts (trees) the player can create and swap between.
- Each loadout has 4 boxes (skill sockets).
- UI presentation: 4 columns × 4 boxes (one column per Customizable loadout).
- Sources: skills learned from Combat and Tentacles, and skills granted by items. Ordnance grenades cannot be socketed here.
- Only learned / owned skills may be socketed (no phantom sockets).
Ultimate Empowerment
- Skills socketed in the active Customizable loadout tag and empower Ultimates on cast.
- Different skill types apply different Ultimate modifiers (examples: damage, shot/count, duration, radius, Energy economy, sustain).
- Tentacle skills slotted can add extra discharges / appendage shots to an Ultimate.
- Aura skills slotted (from the Combat tree) can add pressure, sustain, or team utility to an Ultimate.
- Strong synergies across the four sockets can empower Ultimates enough to clear entire armies and beyond — the fantasy ceiling of the Customizable matrix.
Engineering: each Ultimate reads the active Customizable loadout’s four sockets and applies tagged modifiers. Exact tag→modifier maps are per Ultimate / skill family (TBD).

Skill GUI Contract
- Three tabs: Combat (Offensive & Auras) | Tentacles | Ordnance.
- Customizable dock sits underneath the tab content and is persistent — it remains visible regardless of which tree tab is selected.
- Players can drag skills from the active tab into the Customizable boxes without leaving the screen.
- Customizable dock shows four columns of four boxes (4 loadouts × 4 slots).
- Active Customizable loadout is highlighted; Ultimates use the active loadout only.


Energy Economy (Skill Layer)
- Combat tree — Offensive nodes drain Energy.
- Combat tree — Aura nodes: per-skill upkeep / pulse / gain rules.
- Offensive Tentacles (per Offensive set) drain Energy at low or high rates by skill.
- Defensive Tentacles (per Defensive set) drain at their own rates; some skills may gain Energy.
- Deployed tentacle hard lock: 3 sets × 2 tentacles; each set Offensive or Defensive.
- Customizable sockets do not passively drain — they modify Ultimates on cast.
- Ordnance — own charge pool (max 2; Heavy Payload 3). Does not drain Skill Energy.


Skill Trees & Tentacles
Section titled “Skill Trees & Tentacles”- Combat tree: Offensive skills drain Energy; Auras use per-skill upkeep / pulse / gain.
- Tentacles: level-gated sets (Set 1→2→3); HARD LOCK max 3×2=6; each set Offensive or Defensive.
- Before first tentacle set: Tentacle tree disabled → Mechanical Arms slot (Off/Def, lowest Tentacle skills, 1 attribute, no Prefix/Suffix).
- Customizable: 4 loadouts × 4 slots empower Ultimates (drag learned / item skills).
- GUI: 2 tabs (Combat / Tentacles) + persistent Customizable dock underneath.