Design documents · The game plan

The Three Skill Trees — Hoplite · Huntress · Oracle

The skill trees of the three classes.

Node-by-node design for the first release's three classes. Written 2026-09-13, built on the canon class fiction in ../plan-version-1/older-plan/book/13-class-entries.md and the systems in ../plan-version-1/older-plan/future-game-project/combat-and-stats.md. Feeds development-plan.md Step 12 (Hoplite tree, Phase 1) and Step 22 (the other two, Phase 3). All skills are authored as data (SkillDefinition / SkillTreeNode ScriptableObjects), never hardcoded.


Decisions & reconciliations (read first)

  • "Archer" → the Huntress (canon) — CONFIRMED 2026-09-13. v2's ranged class is canon's Huntress — the Prohibitions: bow + traps + a sworn beast companion. Locked; the Agra (traps) and Thiasos (companion) trees stay.
  • 3 of the canon 6. Shipping Hoplite / Huntress / Oracle now; Stormcaller / Nekromantis / Maenad are the expansion path.
  • Class chosen at creation, playable from the start. Canon's "where it is learned" (Huntress in Act 3, Oracle at Delphi) becomes optional teacher cameos in later content — not a gate. Myrra can hold any tradition from level 1.
  • Single-player tuning. Every "ally" skill benefits you first (self-heal, self-shield); ally effects are a co-op bonus for later. No skill is dead solo.
  • Tab-target + limited hotbar. ~6 active slots (per combat-and-stats' leaning), GCD-paced, cooldown + resource costs. Builds are defined by which 6 you pick and where your passive points go.
Shared systems these trees plug into (from combat-and-stats.md)
SystemValue used here
AttributesMight (melee/Footing), Finesse (crit/ranged/dodge), Vitality (health), Spirit (Favor/caster scaling)
ResourcesHoplite = Valor (builds in combat); Huntress & Oracle = Favor (regenerating pool)
Damage typesPhysical, Fire, Lightning, Cold, Poison, Divine (radiant), Umbral (shadow). Underworld enemies resist Umbral, are weak to Divine — relevant to Act 1's risen dead.
SynergiesD2-style: a skill scales off points invested in named related skills. Marked ⚙ below.
RespecVia Lethe Water (obtainable, not free).
God BoonsA persistent patron modifier line layered over the tree — deferred past the first release (light gods only in Act 1).
Tree shape (all three classes share this skeleton)
  • 3 trees per class, ~16 nodes each. One skill point per level.
  • Tiers gate on points spent in that tree (D2 model): T1 from the start, T2 at 5 pts, T3 at 10, Ultimate at 15. Two of the three trees hold an ultimate (canon).
  • Node types: ★ Active · ◆ Passive · ⚙ Synergy passive · ✦ Ultimate.
  • Act 1 slice: a 1–2 hr act reaches ~level 15 on Mortal (see level cap below), so the first release ships and tests T1–T2 of each tree plus one ultimate path. Full T3/ults are built but balanced for the difficulty replays and later content. Marked [A1] = must work in the first release; [later] = built, tuned post-slice.
Leveling & level cap — first release (decided 2026-09-13)
  • Level cap: 30. One skill point per level → 30 points across the three trees.
  • Progression by difficulty (an ultimate needs 15 points in one tree):
Milestone~LevelReachable build
Clear Act 1 on Mortal~15One tree to its ultimate — the showcase ult, exactly as designed for the slice
Clear Heroic~22That ult + a second tree ~7 deep
Clear Divine (cap)~30Both ultimates (15+15) or one ult + two trees deep — the "mastered the class" payoff
  • Why 30: Mortal peaks at exactly one ultimate (matches the one-ult-per-slice rule); Heroic/Divine keep real progression (the cap isn't hit on Mortal); 30 pts ≈ 2.5 trees = strong build identity without every build converging.
  • Not a contradiction of the ~100 canon cap. combat-and-stats.md's ~100 is the full six-act ceiling (then Ascension/paragon). 30 is Act 1's content-gated cap, raised ~+15 per act as content ships. Never promise progression the released content can't deliver.
  • Attributes auto-scale (Might/Finesse/Vitality/Spirit rise per class each level) for the first release — simpler to build, impossible to brick, and keeps all build expression in the trees. Light-manual attribute points deferred (overrides combat-and-stats.md's lean for the first release only).
  • XP curve intent: kills + quests; tuned so Mortal ends ~L15 and each higher difficulty adds ~7–8 levels to the cap of 30.

1. Hoplite — the Drill

Spear & shield bulwark. Resource: Valor (builds as you strike and get struck, spent on figures). Patron flavour: Ares/Athena. The class taught in Act 1 — its drill-master is in Eleusis, so it is the natural first-build to author (dev-plan Step 12).

Fantasy: you are one soldier performing a formation meant for hundreds — and the form supplies the rest. Tanky, controls space, punishes anything that closes. Canon truth (never stated in-game): the drill feeds Ares. Nothing changes mechanically; it never should.

Tree A — Phalanx (defense / control — the identity tree) [A1]

Holding ground and being genuinely hard to move.

TierNodeTypeEffect
T1Aspis Wall★Raise shield: block a frontal cone of melee/ranged for you (and nearby allies). Generates Valor while held.
T1Close Order◆+Armor and +Footing while an enemy is within melee range.
T1Drilled Footwork◆+Footing (resists othismos/knockback). ⚙ scales with points in Bulwark Stance.
T2Bulwark Stance★Stance: large damage reduction + big Footing while stationary; ends on move. Its strength and its weakness in one line.
T2Shield Bash★Frontal stun + Valor gain. Your CC opener.
T2Rally★Buff your damage/armor for a duration (and nearby allies). Solo value: a personal cooldown.
T3Immovable◆While in Bulwark Stance, become immune to the first displacement each few seconds (never full immunity — Footing floor rules still apply).
T3Hold the Line◆Reflect a % of blocked damage back as Physical. ⚙ scales with Aspis Wall.
✦15Spartan Line✦Summon spectral shieldmates into a formation wall — "they are not summoned; a formation performed alone is still a formation." A wall that blocks, taunts, and holds a chokepoint. [A1] this is the Hoplite's showcase ult for the first release.

Skill text (canon, ship verbatim): "You are not the only one performing it. You are only the one present."

Tree B — Doru (spear offense — the damage tree) [A1]

The unromantic half. Reach, lines, and single-target finishing.

TierNodeTypeEffect
T1Piercing Thrust★Line attack hitting all enemies in a row. Core Valor spender.
T1Reach◆+Spear range and +damage to the farthest target hit.
T1Whetted Edge◆+Physical damage. ⚙ scales with points in Piercing Thrust.
T2Sweeping Butt-Spike★Knockback cone (the drill has a figure for when the spear breaks). Space-maker.
T2Impale★High single-target hit; bonus vs bleeding targets.
T2Bleeding Wounds◆Thrusts and Impale apply Bleed (Physical DoT).
T3Phalanx Advance◆Moving toward a target grants a stacking damage buff — rewards controlled aggression, pairs against Bulwark's stillness.
T3Executioner's Figure◆Impale refunds Valor and part of its cooldown on kill. ⚙ scales with Impale.

(No ultimate in Doru — canon. Doru is the reliable engine; the drama lives in Phalanx and Andreia.)

Tree C — Andreia (bloodied valour — the aggressive tree) [later, ult optional in A1]

Borrowed from Ares directly; the drill-masters are uneasy teaching it.

TierNodeTypeEffect
T1Second Wind◆Heal a burst when you drop below 35% HP (cooldown). Survivability floor.
T1Blood Valor◆Generate bonus Valor when struck.
T2War Cry★Fear/taunt enemies in an area + brief self attack-speed. Panic button + engage.
T2Battle Frenzy◆Each recent kill grants stacking attack speed (short duration).
T3Bloodthirst◆Lifesteal scaling with missing HP. ⚙ scales with Battle Frenzy.
✦15Wrath of Ares✦Frenzy: huge attack speed + lifesteal for a window. Should read as slightly shameful — the figure that is not in the manual. [later] — a second-difficulty payoff, not needed for the Act 1 slice.

Act 1 recommended Hoplite build (what the first release tests): Aspis Wall, Shield Bash, Bulwark Stance (Phalanx) + Piercing Thrust, Sweeping Butt-Spike, Impale (Doru), Second Wind (Andreia), working toward Spartan Line. A tanky spear-line that holds the Ploutonion against Polydegmon's adds.


2. Huntress — the Prohibitions

Bow, traps, a sworn beast. Resource: Favor. Patron: Artemis.

Fantasy: power comes from restraint — the rules of the old hunt. Ranged burst + wilderness control + a companion that is sworn to, not owned. Canon truth: the feral hunt in Arcadia is this class with the rules removed.

Tree A — Toxon (archery — the damage tree) [A1]

Marksmanship — "the least interesting part of the tradition," and the bread and butter.

TierNodeTypeEffect
T1Piercing Volley★Arrows pass through enemies in a line. Core Favor spender.
T1Steady Draw◆+Ranged damage; +crit at longer range (rewards kiting).
T1Marked Prey★Apply a Mark to a target: it takes bonus damage from you. The tree's keystone — many nodes key off Marks.
T2Moonlit Shot★Heavy shot; bonus damage vs Marked targets. ⚙ scales with Marked Prey.
T2Twinned Nock◆Chance to fire an extra arrow.
T2Rain of Artemis★Arrow storm over an area — pack clear.
T3Hunter's Focus◆Crits vs Marked targets refund Favor.
T3The Quarry's Line★Reel a Marked target toward you (single-target; resisted by mass). Pulls a straggler out of a pack — PvE gather + the phalanx-isolate tool.
✦15Silver Arrow✦A guaranteed crit that ricochets between Marked targets — the correct shot, taken once. [A1] the Huntress's showcase ult. ⚙ scales with Marked Prey.

Tree B — Agra (traps & snares — the control tree) [A1]

"Patience made mechanical. The hunter does not chase, so the ground does."

TierNodeTypeEffect
T1Snare Net★Root enemies in a small area.
T1Groundcraft◆Traps arm faster and last longer.
T2Spike Pit★Hidden trap: triggers on contact, applies Bleed. Place at your back edge to punish chasers.
T2Beast Lure★Bait that pulls enemies together — sets up Rain of Artemis.
T2Caltrop Line★A laid strip that cannot be crossed without slowing — a fence, not a push. Shapes engagements.
T3Cruel Traps◆Trapped/snared enemies take increased damage from you. ⚙ scales with Snare Net + Spike Pit.
T3Prepared Ground◆Start of combat: arm one free trap near you.

(No ultimate in Agra — canon.)

Tree C — Thiasos (the companion — the sustain/utility tree) [A1 core, ult later]

The beast is sworn to, not summoned or owned; break the prohibitions and it leaves — because the arrangement was conditional and the other party noticed.

TierNodeTypeEffect
T1Faithful Hound★Summon a wolf/hound that fights beside you, taunts, and holds aggro (huge solo value — your off-tank).
T1Sworn Bond◆The companion revives over time if slain; you cannot "lose" it permanently in normal play.
T2Pack Bond◆The companion shares your Marks/buffs; your Marked Prey also lets the beast crit. ⚙ scales with Marked Prey.
T2Coordinated Kill◆You + companion hitting the same target = bonus damage.
T3Second Beast◆A second, weaker companion.
✦15Call of the Wild Hunt✦Summon a temporary pack — and dismissing it again is the whole trick. Briefly performs the exact act Artemis stopped performing. [later] — big, late-tree payoff.

Skill text (canon): "The calling was never the difficult part."

Act 1 recommended Huntress build: Marked Prey, Piercing Volley, Moonlit Shot (Toxon) + Snare Net, Beast Lure (Agra) + Faithful Hound (Thiasos), toward Silver Arrow. Kite the risen dead, pin them with traps, let the hound hold the line.


3. Oracle — the Discipline

Radiance, prophecy, plague. Resource: Favor. Patron: Apollo.

Fantasy: a trained physical discipline (breathing, fasting, sequence) that kept working after the god went quiet. Healer/support and radiant + plague damage. Canon truth: the gods were always the smaller half — the Oracle kept two-thirds of its power because two-thirds was never Apollo's. Radiant (Divine) damage is extra-effective vs Act 1's risen dead — a natural fit for the slice.

Tree A — Helios (radiance — damage + healing) [A1]

The public face: light, healing, the work that made oracles welcome.

TierNodeTypeEffect
T1Sunbeam★Piercing beam of Divine light. Core spender; strong vs undead (Act 1).
T1Kindled Spirit◆+Divine damage and +Favor regen.
T1Blessing of Light★Heal + small shield on you (and allies nearby). Solo value: your self-sustain.
T2Dawnfire★AoE burn that blinds (reduces enemy accuracy) — pack control + damage.
T2Radiant Ward◆Blessing of Light also grants brief damage reduction. ⚙ scales with Blessing of Light.
T2Purifying Light◆Divine damage cleanses one debuff from you on cast (light self-support).
T3Zenith Momentum◆Consecutive Divine hits ramp your Divine damage. ⚙ scales with Sunbeam.
✦15Solar Zenith✦A second sun scorches all enemies on screen with Divine damage. [A1] the Oracle's showcase ult — devastating vs the risen dead.

Tree B — Manteia (prophecy / support — the defensive tree) [A1]

The diminished tree, and it should feel it — prophecy is gone; discipline sharpened perception remains.

TierNodeTypeEffect
T1Foresight◆Chance to dodge — "you saw it coming" — what's left when real prophecy stops arriving.
T1Omen★Mark enemies to take increased damage (from all sources; solo-friendly).
T2Delphic Ward★Party-wide damage reduction bubble. Solo value: a personal defensive cooldown.
T2Clear Sight◆+crit and +accuracy; Foresight dodges restore a little Favor. ⚙ scales with Foresight.
T3Delphic Step★Blink yourself (or an ally) a short distance out of danger — the roster's anti-displacement / repositioning save. Fits Foresight exactly.
T3Prophet's Toll◆Enemies marked by Omen that die grant Favor. ⚙ scales with Omen.

(No ultimate in Manteia — canon.)

Tree C — Loimos (plague — the DoT/attrition tree) [A1 core, ult later]

The tradition's dirty hands — and it is in the manual, always was. Apollo is a plague god as much as a sun god.

TierNodeTypeEffect
T1Plague Arrow★A ranged bolt applying Plague (spreading Poison-type DoT).
T1Miasma★A lingering cloud dealing DoT to anything inside.
T2Contagion◆When a Plagued enemy dies, the DoT jumps to nearby enemies — pack melt.
T2Miasma Field◆Miasma damage stacks the longer an enemy remains — makes held ground untenable. ⚙ scales with Miasma.
T3Virulence◆+DoT damage and +spread range. ⚙ scales with Plague Arrow + Contagion.
T3Wasting◆Plagued enemies deal reduced damage (a soft defensive layer from offense).
✦15Apollo's Reproach✦A plague-storm that withers a whole area. Called a "reproach" because that is what the temples called it when they did it to a city. [later] — the attrition payoff for difficulty replays.

Skill text (canon): "Sent to Aegina in a year of poor relations. The instruction survives in the training sequence."

Act 1 recommended Oracle build: Sunbeam, Blessing of Light, Dawnfire (Helios) + Foresight, Omen (Manteia) + Plague Arrow, Miasma (Loimos), toward Solar Zenith. Radiant burst vs the undead, plague for attrition, self-heals to stay alive solo.


Build & balance principles across all three

  1. Each tree has a clear job: an identity/control tree, a damage tree, and a third (aggro/utility/attrition) — so a player specializing in one still functions, and hybridizing two is the reward for synergy points.
  2. Synergies (⚙) reward specialization (D2 model) without hard-locking — you can still splash.
  3. Two ultimates per class, in two trees (canon), gated at 15 points — a real commitment, one showcase ult reachable within the Act 1 slice.
  4. Everything is solo-viable for the first release; ally effects are upside.
  5. Tab-target friendly: targeted skills (Sunbeam, Impale, Moonlit Shot) and ground/area skills (Miasma, Rain of Artemis, Caltrop Line) — no reliance on twitch aiming, matching README §3.3.
  6. ~6-slot hotbar forces the interesting choice of which actives to carry.

Implementation notes (for development-plan.md)

  • Data model: each node = a SkillTreeNode SO (cost, prerequisites, tier gate, grants: a SkillDefinition or a passive StatModifier/behaviour). Trees are assets; authoring a class is filling in data, not writing classes (Principle 2).
  • Synergies: implement as a passive that reads points-in-named-node and scales a coefficient — one reusable component, data-configured.
  • Build order: Hoplite full tree in Phase 1 (Step 12); Huntress + Oracle in Phase 3 (Step 22). Only [A1] nodes must be balanced for the first release; [later] nodes ship functional and are tuned against the difficulty replays.
  • Numbers come later: costs, cooldowns, coefficients are deliberately unspecified here — they are set and tuned in-engine against the Gate 0/1 feel, per the plan.

Open questions

  • Archer vs Huntress — Huntress confirmed (2026-09-13); traps + companion stay.
  • Level cap — 30 for the first release; auto-scaling attributes (2026-09-13). See "Leveling & level cap" above.
  • Exact hotbar size (leaning 6) and whether the two ultimates share a slot/charge.
  • Whether God Boons appear at all in the first release (currently deferred; light shrine-blessings only per README §3.4).

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