Gameplay Guide

Class Skill Tree

The official server's Class Skill Tree: prestige-gated evolution tiers, weapon mastery, guaranteed stat picks, the STRIKE / SHIELD / SOUL paths, the levelable secondary class and how it changes Common and Utility augments.

Last updated

EndlessSkills is the combat layer of the official Endless Leveling server: class abilities, the Class Skill Tree, raid bosses and the parry system. It is not part of the downloadable suite, so this page describes the official server only.

The Class Skill Tree is an allocatable tree every class gets on top of its normal class and augment progression. Your class keeps working exactly as it does in the base mod; the tree stacks on top of it.

🛠️ Every number on this page is the live tuning as of the V12.6.0 release. It is balanced constantly, so check the tree in game for the current values.


How the tree unlocks

Your primary class tree opens one evolution tier at a time, every five prestiges:

TierPrestige
Base0
Elite5
Master10
Legendary15
Exalted20

Ascension is automatic when you reach the gate; there is no manual step any more.

Your secondary class tree unlocks at prestige 25 and evolves at prestige 25, 30, 35 and 40, so it reaches its final tier at 40. Its Base tier is not on that tab: it is folded into your primary tree from the moment you pick a secondary.

Past Exalted there is an Endless tab: an uncapped Common and Utility augment track that keeps going on prestige alone.

Rows unlock in order

Within a tab, a row only opens once every earlier row is complete. You cannot skip ahead to the row you want. Rows are also spread across the tier's five prestiges on a (tier, prestige, level) timeline, so there is something to earn at every step. A finished tab shows a tick.

What is on the tree

  • Class row. The tier's class passives. These are granted automatically when you reach the tier; you never spend a point to switch your own passives on.
  • Ability rows. One row per ability pick. Picks arrive one per prestige inside a tier, and a pick can only take an ability to a rank at or below the current tier, so your full kit fills in across the whole climb. You do not have every ability at prestige 0.
  • Weapon mastery rows. Rank rows, not one-off picks. You get two weapon picks, each reaching rank 15 by Exalted. Weapons from your secondary class share the same two picks and the same ladder, at 3/4 of the primary's bonus.
  • Stat path rows. Two free rows per tier, derived from your class's own innate stat gains and topped up by role.
  • Choice rows. Three picks per tier against 10-rank tracks, so you can max one option and get halfway through a second, never all three. Options include Vitality, Fortitude, Pact and role pools such as Bulwark, Tempo, Edge, Grace, Resolve, Momentum, Lethality, Benediction, Bastion, Onslaught, Shadowstep, Sanctuary, Unbreakable, Overwhelm, Executioner and Communion.
  • Sustain rows. A pick plus its upgrade, two types per evolution, ten ranks across the tree.
  • Augment rows. Common and Utility milestone augments appear as pickable nodes in the tree instead of a separate roll screen.

Damage focus vs tank focus: the three paths

Every pick is tagged to one of three paths:

PathWhat it covers
STRIKEDamage attributes
SHIELDDefense, Life Force and Stamina
SOULFlow, Haste, Discipline and healing

Depth is how many live picks you hold on a path. Every grant on that path is multiplied by 1 + min(0.60, 0.03 Ă— depth), so a fully committed path pays +60% at depth 20. Class passives are gated by path depth rather than scaled: an option only becomes available once you have committed enough picks to its own path. Specialising is straightforwardly stronger than spreading. Your role archetype (Tank, DPS, Assassin or Support) decides which choice pools your class sees at all.

Secondary class

You can level a secondary class, including its weapons. A Slayer main with a gun is a real build. It is a grind.

  • From the moment you pick a secondary, its base-tier passives, its weapons and its innate stats appear on your primary tree. There is no separate secondary weapon budget.
  • Everything the secondary grants is worth a flat 1/2 of the same option from the primary; secondary weapons are worth 3/4.
  • The secondary's class passives upgrade as it ascends, at 3/4 of what the same passive is worth from your primary.
  • Sorcery Mastery and Strength Mastery never come from a secondary. They are primary only.
  • Secondary abilities are not in yet: your four hotbar slots stay bound to your primary class. Mixing basic abilities between primary and secondary is planned.

What happens to Common and Utility augments

Common and Utility augment gains are reduced, and in exchange the tree gives you deterministic picks. Compared with the base mod:

Base modOfficial server (tree)
Common, fixed levels5, 15, 35, 455, 15, 25, 35, 45
Common, repeatingevery 10 levels from 10every 20 levels from 10
Common, prestige trackevery prestigeevery other prestige, 32 lifetime
Utility interval50, capping at 100100, +20 per 10 prestiges, capping at 200, 60 lifetime
Value of one Common or Utility rollfullhalf
Rolls of any one statuncapped6 Common, 10 Utility

Discipline and Ammo keep their values, and Cooldown Reduction keeps its band (its cap moves to 10 rolls, so 5 to 10% total). Elite, Legendary and Mythic are not reduced at all. The halving applies when an augment is read, not when it was rolled, so nothing you already hold is rerolled or lost.

Tree values scale with your level

Tree grants are stepped units that mirror how your class's own innate stats step: Ă—1 at level 1, Ă—2 at level 50, Ă—3 at level 100, Ă—5 at level 200. Pact stays a raw signed trade-off rather than a rate. Your class's own innate stat gains stay fully live under the tree; the tree adds on top of them rather than replacing them.

On your profile

Your web profile shows the tree for every character slot: the tier ladder, skill points spent, the three path depths with their bonus, every ability and weapon with its rank, and each tier's rows with the picks you have taken. It updates a few minutes after you change something in game.